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Type: Posts; User: Nialsh
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This is a great way to teach physics. I definitely understand LRC circuits better for having played with this. I also have a lot of suggestions.
The dynamic text boxes on the bottom should be...
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var x = /* user input */
if (x < 10) {
// bottom unbounded range x < 10
} else if (x < 15) {
// 10 <= x < 15
} else if (x < 20) {
// 15 <= x < 20
} else {
// top unbounded range x...
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I'm not aware of a tutorial but generally speaking, that system is called an inverted pendulum.
You can find a lot more about it here http://en.wikipedia.org/wiki/Inverted_pendulum
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If you're pretty certain that you won't change your mind about representing the player's shape as a non-rotating rectangle, you can keep the math simple. Just check to see which dimension has the...
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You're checking the vertical cases before the horizontal cases, so they're winning every time.
Try making them weaker.
function CollisionObjectTile(object)
{
var BOUNCE = 0.5;
var...
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It depends how realistic you want to get. Like if you drive off a ramp, should the bike stay airborne for a couple of seconds? Should it behave like this game?...
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That site looks like it gives a pretty thorough explanation of what needs to be done.
I assume you're trying to implement a function like this
import flash.geom.Vector3D;
function...
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What you're talking about is "continuous" versus "discrete" physics simulation.
Until you start dealing with collisions, continuous simulation is actually quite easy. The arcs you see in Sling...
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Check out the last section of this page on pool physics http://archive.ncsa.illinois.edu/Classes/MATH198/townsend/math.html
It even tells you how to calculate the spin, if you're into that sort of...
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At the end of HitTestPoint.as, I uncommented
camera.x = player.x;
camera.y = player.y;
and that seemed to fix it...
I'm using CS5 if that means anything.
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Interesting question. I think I figured something out.
Let's say the normal vector for a flat sprite is pointing out of the page (ie. <0,0,-1>). You can use your the transformation matrix from...
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Normally sprites are 2D so I'm not sure what you would be doing with a 3D vector...
Can you give an example of what you're doing?
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Suthers,
Welcome to flashkit, I see you've found all the old threads.
If you look at Adobe's documentation, the parameters for atan2 are actually (y,x)....
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If you points are A and B, your normals are:
<By-Ay, Ax-Bx>
<Ay-By, Bx-Ax>
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How is your line defined? Is it a line segment formed by two points?
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A line has two normal vectors, pointing in opposite directions.
If you know the angle of the line (theta) in radians, the angles of the normal vectors are:
theta+PI/2
theta-PI/2
Or if you...
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Not sure what you mean. Why don't you draw a picture and post it?
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Cool game. I agree the controls could use some help. But it came together nicely.
Here's how I would set power. http://megaswf.com/view/1f6a1593a9de3086ce223c46f400613b.html
And maybe make...
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Here you go. I fixed that other code but decided it was the wrong approach, so here's another take.
function onRollOver():Void {
lightning._alpha = 100;
videostopped = true;
var xOffset...
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Yeah, you can get away with just one arrow. Here's some code off the top of my head.
function onRollOver():Void {
lightning._alpha = 100;
videostopped = true;
var...
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length of BC = L*tan(angle CAB)
length of BD = L*tan(angle DAB)
Tangent is a good function to know. http://en.wikipedia.org/wiki/Trigonometric_functions#Tangent
In Flash it's Math.tan(). ...
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Put that command in an onEnterFrame?
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This should do it.
var feet=(6*ammount)/100;
var inches=Math.floor(12*(feet-Math.floor(feet)));
feet=Math.floor(feet);
if(feet == 0)
loader.feettext.text="";
else
...
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I've never seen a Flash program that allocated too much memory. Making things invisible can make improve speed because it reduces the rendering time. But I wouldn't worry about it - just write your...
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Yeah, I don't know why nobody answered you...
What you're talking about is called "rigid body dynamics". It's a branch of physics that describes the way rigid objects move (and collide) in space....
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