# Can one of you mathematicians refresh me real quick?

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### » Sun Aug 10, 2014 7:24 pm

I use a lot of formulas where say, if sprite is moving 0 speed, I want angle set to 20 and if the sprite is moving 200, i want the angle set to 360 and everything in between

which is pretty simple. I just punch the numbers into a two point form calculator and it gives me the y= and I plug it in (angle = 1.7*speed + 20 in this example)

which is easy enough. but let's say I want to add a curve to that line (so the angle changes slower at slower speeds and faster at faster speeds), what's the math I'm looking for? I used to know these things.. just need a reminder.

Thanks!
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### » Mon Aug 11, 2014 3:18 am

spacedoubt wrote:which is pretty simple. I just punch the numbers into a two point form calculator and it gives me the y= and I plug it in (angle = 1.7*speed + 20 in this example)

This is linear equation.
spacedoubt wrote:which is easy enough. but let's say I want to add a curve to that line (so the angle changes slower at slower speeds and faster at faster speeds), what's the math I'm looking for? I used to know these things.. just need a reminder.

Possibly you're looking for quadratic equation? Keyword = polynomial.
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### » Mon Aug 11, 2014 3:22 am

Thank you, I finally did figure that out along with some other interesting things about bezier curves and qarp. At this point, I've got things so messed up, none of it's even any useful to me anymore. ha!
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