[solved]How do I make elliptical motion with offset?

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Post » Thu Feb 12, 2015 10:52 pm

I'm trying to figure how to make ellptical motion in following path:

Image

I've uploaded a .capx here, but it does circular motion, not ellitpical with offset, I'm looking a solution, thanks!
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Last edited by Joannesalfa on Mon Feb 16, 2015 12:24 am, edited 1 time in total.
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Post » Fri Feb 13, 2015 7:50 am

Like this? I'm still on r195 I'll need to upgrade

https://dl.dropboxusercontent.com/u/139 ... cle_e.capx
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Post » Fri Feb 13, 2015 10:09 pm

Are you looking for elliptical motion, or motion along the path in your image there? Both are very different ;)
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Post » Fri Feb 13, 2015 10:36 pm

@Noncentz705 @sqiddster the image is clear, I don't need like that:

Image

I had no idea what's name of this form, I would say elliptical motion with offset for top line and bottom line, maybe rectangle with rounded corners
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Post » Fri Feb 13, 2015 11:03 pm

i think you could make it using standard "circular" motion with sin and cos and little switch. When object is on top just move it forward and after some time turn on circular motion. After reaching bottom turn it off and let it go forward. Then turn it on again etc.
ImageImageImageImage
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Post » Fri Feb 13, 2015 11:19 pm

As shinkan, just make the y distance longer than the x.
Image Image
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Post » Sat Feb 14, 2015 8:40 pm

Attached is a exact way to do a rounded path like the op.

Code: Select all
    * |*  *  *  *  *  *| *
 *    |                |    *
*     |       o        |     *
*     |                |     *
 *    |                |    *
    * |*  *  *  *  *  *| *

|     |\               |
+-----+ +--------------+
 radius       space


You can think of each piece of the path like a lerp from one point to another.
left side:
x = center.x - space/2 + radius*cos(90+180*t)
y = center.y + radius*sin(90+180*t)

top:
x = center.x + 0.5*space*lerp(-1,1, t)
y = center.y - radius

right side:
x = center.x + space/2 + radius*cos(-90+180*t)
y = center.y + radius*sin(-90+180*t)

bottom:
x = center.x + 0.5*space*lerp(1,-1, t)
y = center.y + radius

where t is a number from 0 to 1.

Now all that needs to be done is depending on the distance traveled choose the correct equations and t value.
We first start with the distance traveled:
distance = speed * time

Next we need to know the lengths of the pieces.
The top and bottom are easy with a length of "space".
The left and right can be found with the following equation:
arc length = radius * (angle in radians)
Which ends up as pi*radius for each.

With the above the total length = 2*pi*radius+2*space

To choose the correct equations we compare the distance traveled,

0 to pi*radius is the left side.
pi*radius to pi*radius+space is the top.
pi*radius+space to 2*pi*radius+space is the right.
2*pi*radius+space to 2*pi*radius+2*space is the bottom.

Then we find a t (0..1) value for the side with:
If left then t = distance/pi*radius
If top then t = (distance-pi*radius)/space
If right then t = (distance-pi*radius+space)/(pi*radius)
If bottom then t = (distance-2*pi*radius+space)/space


As a final step we want it to loop so we can use the % operator with the total length to do that.
distance = (speed*time)%(2*pi*radius+2*space)

If speed is negative then we need to do effectively this:
((a%b)+b)%b

In the capx I used a function for that.
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Post » Mon Feb 16, 2015 12:24 am

@R0J0hound delivers the classic solution.

Thanks a lot, it's solved now.
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