I'm having some trouble figuring out the trig for coding a rope between two objects.
What i've got so far is hardly trig. It looks completly wrong. I've searched the forums on "swing", "rope", everything i've found needs to rotate the swinging object.
However i don't want my object to rotate. Imagine an invisible rope between two objects.

I hope someone can help, even with a tutorial. Thanks

I would use Verlet Integration. Attached is an example.

This way, you could easily add MC's, say a person or a hook, to the desired joint in the rope and have it rotate with the rope and move with the physics of the rope.

found something that drunkenMaster2000 did, it seemed like he had the same problem, but he solved it by modifying the clips _x and _y positions, i need to however modify the object velocity. This is what i have now, its basically a spring. My rope needs to rotate around a point in a circular motion

code:

//r is the rope
var xd:Number = r._x-_x;
var yd:Number = r._y-_y;
var inertia:Number = .98;
var k:Number = .005;
x = x*inertia+xd*k;
y = y*inertia+yd*k;

ok to simplify the question, i require an object to rotate around a point while adhering to the laws of motion - gravity, acceleration, deceleration. Much like a swinging rope or pendulum (however with the pendulum all code i've found rotates the object, i require code without rotation).

I have searched not only on these forums but everywhere else. You would not believe how hard it is to find a simple solution to my problem. I know one must exist because you can rotate an object around a point at a constant speed at a set raduis using this simple code:

code:

radius = 100;
degree++
angle = degree*(Math.PI/180);
x = radius*Math.cos(angle);
y = radius*Math.sin(angle);
man._x = _xmouse+x
man._y = _ymouse+y

First, find the velocity of the thing moving by subtracting the old coordinates from, say, a frame ago and store that in a variable.

Then, change that variable using your own specifications, like adding 3 pixels every frame if the a key is down or adding gravity, mass, etc.

After that, add those to the current coordinates and you have physics driven motion.

This method could, logically, work in the rotation of an object too, only exchange the coordinates for the degrees of rotation and you should get the same effect.