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» Sat Sep 08, 2012 5:36 pm

Oh right, I think the jittering is caused by the fact that when you set angles to a negative value, c2 converts it to a 0-360 range.

so, as soon as you rotate counter clockwise past 0 degree it will go to 360 then it's clamped to 15...

So basically you have a sequence of values like that (if isMirrored is true and you have a steady 60fps which gives you a 1/60=0.017 for the value of dt) :

frame 1: 0

frame 2: clamp(0-120*0.017,-15,15) = -2.04

-> converted to 357.96

frame 3: clamp(357.96 - 2.04,-15,15) = 15

... ... ...

and it will go back to 0 as long as you're jumping

So yeah using your RotateTo variable is a good idea (:

And for the dt... Basically to understand how things work, look at how the values evolve when using it.

dt is the time between the previous and the current frame.

in a 60fps game,

dt = 1/fps = 1/60 = 0.01666666666

(dt is the "second per frame" so spf = 1/fps :D )

let's simplify to 0.017

If you add dt to a value every frame:

0.017+0.017+0.017+.....

After exactly one second, which is 60 frames, the value will be equal to

60*1/60 = 1

in a 30 fps game, after one second, which is 30 frames, you'll get

30*1/30 = 1

So basically, in whatever fps you are, the succession of addition will all reach 1 after one second.

if you add 5*dt, the value will reach 5 after one second

so basically, if you

set X to self.X + 5*dt

you add 5px to X every one second, so you move your object at exactly 5px per second

It works the same with angle:

set angle to self.angle + 5*dt

will rotate at 5 degree per second.

that's the holy magic of dt in a nutshell =)Yann2012-09-08 17:42:51