How do I Make Parabolic Projectile and Movement

Get help using Construct 2

Post » Wed Apr 23, 2014 9:33 pm

Hi guys... i was wondering if you could lend me some of you wisdom in the fiel of mathematics and C2 :D
im looking for a bullet that will travel in a parabolic way (like castlevania's skeletons)... and hit the player, but not ramdom, but with precision (see the picture attached) i can make a parabolic bullet but i cant do it that it will always fall where the players is... so if he does not moves it will hit him.
how do you do it??? 0:

another thing if its possible to implement this to make enemies jump in a parabolic trajectory and fall in the player... that would be awesome...

thanks in advance, any help will be appreciated :D
You do not have the required permissions to view the files attached to this post.
B
23
S
6
G
3
Posts: 316
Reputation: 3,461

Post » Wed Apr 23, 2014 11:29 pm

Graphics looks really nice :)
The bullet behaviour has gravity. Just try to play around with that I guess.
Image
Check out our start-up and configure your own helmet in true 3D.
B
44
S
11
G
11
Posts: 1,154
Reputation: 9,978

Post » Thu Apr 24, 2014 2:43 am

Here is a capx with a few different methods:
/examples22/cannon.capx
https://www.dropbox.com/s/f651hqzv53u23 ... .capx?dl=1

The first method uses a fixed speed and finds an angle. The angle is NaN if there is no solution.
The second uses a fixed angle and finds a speed. The angle is NaN if there is no solution.
The third is like the second but the angle is always pointed above the target so there always is a solution.

Finally the bullet behavior wasn't used since the path isn't accurate when using gravity.
Last edited by R0J0hound on Mon Jul 03, 2017 6:36 pm, edited 1 time in total.
B
92
S
32
G
109
Posts: 5,291
Reputation: 70,993

Post » Thu Apr 24, 2014 5:15 am

R0J0hound wrote:Here is a capx with a few different methods:
https://dl.dropboxusercontent.com/u/542 ... annon.capx

The first method uses a fixed speed and finds an angle. The angle is NaN if there is no solution.
The second uses a fixed angle and finds a speed. The angle is NaN if there is no solution.
The third is like the second but the angle is always pointed above the target so there always is a solution.

Finally the bullet behavior wasn't used since the path isn't accurate when using gravity.


i will check it out =) thanks a lot...and report findings
btw your plugins are awesome... and many of my game's features could not be possible wihtout you =) thanks
you surely will appear in my game with other user that are so firendly and helpful XD
B
23
S
6
G
3
Posts: 316
Reputation: 3,461

Post » Sun May 18, 2014 7:20 pm

Awesome example, mod speed mode is so close to what i need as the flight time seems to remain the same no matter how far away i click from the cannon. Changing the angle (to Mouse.Y-400 rather than -200, for example) alters the flight time, is there a way i can have fixed flight time regardless of the angle? I'd like to have 3 projectiles that have different angle but same flight time so they all hit the target at the same time.
B
8
S
2
Posts: 18
Reputation: 611

Post » Wed May 21, 2014 12:29 pm

is it possible to combine this with Turret behavior ?
B
8
S
1
Posts: 31
Reputation: 460

Post » Wed May 21, 2014 3:24 pm

@Alpro
Having a fixed flight time and having a different launch angle isn't physically accurate since it requires each cannonball to have a different gravity.

Do do a launch here are the formulas. "angle" is the launch angle and t is the flight time. You'll need to change event 5 to use ball.gravity instead of gravity in the equations.

ball set vx to (x_target-x_start) /t
ball set vy to ball.vx*tan(angle)
ball set gravity to 2*(y_target-y_start-ball.vy*t)/t^2

@bear13
Probably no, the turret behavior is for straight shots, but with some creativity you possibly could do something similar with events.
B
92
S
32
G
109
Posts: 5,291
Reputation: 70,993

Post » Sun May 25, 2014 7:18 pm

Can this be done without using gravity then? Like a formula to follow an arc from point A to point B, with a specific angle and flight time? There has to be a way...
B
8
S
2
Posts: 18
Reputation: 611

Post » Mon May 26, 2014 3:49 am

@Alpro
It can be done by modifying the capx with the info from my last post, or you could setup a function to do a Quadratic Bezier Curve, which is like lerp but you can do this:
http://en.wikipedia.org/wiki/B%C3%A9zie ... tic_curves
and here's the math for it:
http://en.wikipedia.org/wiki/B%C3%A9zie ... ier_curves

The math doesn't look much simpler:
https://dl.dropboxusercontent.com/u/542 ... /qarp.capx
You can change up the path by changing xmid and ymid to another location.
B
92
S
32
G
109
Posts: 5,291
Reputation: 70,993

Post » Wed May 28, 2014 12:16 pm

Thanks, i will experiment with this.
B
8
S
2
Posts: 18
Reputation: 611

Next

Return to How do I....?

Who is online

Users browsing this forum: No registered users and 44 guests