How do I fake physics collision redirection?

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Post » Fri Mar 17, 2017 3:10 pm

yeah I'm not trying to do actual physics calculations.. just trying to get it 'approximate' .. it's a video game, so it doesn't need to be a perfect simulation by any means. The background is moving and the camera is lerped, so there's a high fudge factor. The biggest issue is the one I mentioned where the vectors are similar. I need to add that to my calculation and I'll be fine with it.
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Post » Fri Mar 17, 2017 4:36 pm

ended up making this work..

again it's "fake physics" under a controlled environment

After Collision Accelerate by this much:
Code: Select all
(BlueBlock.Bullet.speed * BlueBlock.scale) * (min(50,anglediff(GreenBlock.CustomMovement.MovingAngle, BlueBlock.Bullet.AngleOfMotion)/3))


then I have a catch-all that makes sure the GreenBlock doesn't go beyond my top speed of 300 just in case I have a situation where it does add too much accel..

this is all done based on "looks" and watching it for long periods of time.. now THAT is some hacky math!

btw the GreenBlock is the "player" which never changes and has a top speed, so all the other obstacles are based on that constant.
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