I'm chillin in LÖVE2d but I can't program for shit (see topic).
Needlessly to say I'm gonna make Quake 5, Deft Niggers, Project Gay and all Reborns combined. I'm stubborn and slightly retarded so I don't see what could go wrong.
I thought it would be fun if an enemy would throw shit at you. Not in straight line like in Contra but with some fancy, 360 no scope parabola (assuming player and enemy have the same y-position).
So I've heard I could get a square function to match my needs. KK.
And then figure out velocities (and gravity???) with derivatives or something. Me no speak japanese much so I don't really know what's up.
Fuck this shit.
When I set
yVelocity: 400
gravity: 800
I noticed the ball goes up and down to the original yPosition in 1 second. So when I set xVelocity to distance_to_player it will hit the player :O
But why does it work?
Why having X yVelocity and 2X gravity results with 1 second of travel time?
How do I count how much time will take to hit the ground for different gravity?
How do I math?
Needlessly to say I'm gonna make Quake 5, Deft Niggers, Project Gay and all Reborns combined. I'm stubborn and slightly retarded so I don't see what could go wrong.
I thought it would be fun if an enemy would throw shit at you. Not in straight line like in Contra but with some fancy, 360 no scope parabola (assuming player and enemy have the same y-position).
So I've heard I could get a square function to match my needs. KK.
And then figure out velocities (and gravity???) with derivatives or something. Me no speak japanese much so I don't really know what's up.
Fuck this shit.
When I set
yVelocity: 400
gravity: 800
I noticed the ball goes up and down to the original yPosition in 1 second. So when I set xVelocity to distance_to_player it will hit the player :O
But why does it work?
Why having X yVelocity and 2X gravity results with 1 second of travel time?
How do I count how much time will take to hit the ground for different gravity?
How do I math?
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