Subject: Re: [stella] JoustPong: maybe ditch "poorlords" wall From: KirkIsrael@xxxxxxxxxxxxx Date: 13 Jan 2004 13:43:34 -0000 |
> At 06:15 AM 1/12/2004, you wrote: > >.23 pixels per frame... or 1.56 pixels per frame. > >Just because you program things on a frame by frame basis doesn't mean your > >objects have to move on a frame by frame basis. If you have a variable > >holding the coordinate of the ball, and that variable has a fractional > >component, then you just add ".23 pixels" or "1.56 pixels" to the ball > >position... every frame... and use the integer part of the ball's coordinate > >for the actual ball position display. > > > It should be noted that this is complicated by the angles in which the ball > moves. If the angles are locked at 45', maybe it won't be that difficult, > as there is always an equal amount of both x and y delta on each frame but > if there are varying angles then the amount of movement per frame is > different x vs. y depending on the angle of movement. > When the ball was moving at a fixed speed, at least, fixed angles worked well--better than I expected, actually, since previous versions of the game had multiple ball angles (usually a fixed X speed, with the Y speed influenced by the speed of the paddle it hits...the troble when I put that into this game is that the not-fine-grain-enough speed led to too many flat (horizontal) ball paths -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "How do we stop an elephant if it goes berserk? What do we do? Do we use an AK-47? An M-16? An AR-15?... Frankly, would that stop an elephant? I really doubt it. Do they have a bazooka?" --US Senator Bob Smith ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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