13 minutes ago, Prototype said:Next thing would be to replace curve drawing with image drawing.
what do you mean by image drawing?
13 minutes ago, Prototype said:Next thing would be to replace curve drawing with image drawing.
what do you mean by image drawing?
8 minutes ago, phil67rpg said:what do you mean by image drawing?
Well I guess you aren't going to make a game out of paraboles would you?
That was my take away from the GDC16 talk as well. Jump with predefined start and end location.
I tried this out on the gd.net side scrolling game challenge. The idea is interesting but harder to work with than an impulse/gravity technique. The advantages in my eyes were improved prediction and a guarantee of an ending position somewhere precisely.
Neat.
Throwing stuff at my 'Hobby Game"
I have almost solved my problem, I have got my sprite to jump up and down while I press the space bar key, but it only jumps when I keep pressing the space key. I want it to jump up and down only when I hit the space bar once and only once. here is my code.
float time = 0.0f;
void jumpsprite()
{
positionX = initialvelocity * time*cos(thetaX);
positionY = initialvelocity * time*sin(thetaY*PI / 180.0f) + (-0.5f*gravity*time*time);
time += 0.1f;
if (time >= 15.5f)
{
time = 15.5f;
}
cout << "positionY: " << positionY << endl;
}
void handleKeypress(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
exit(0);
break;
case 32:
jumpsprite();
break;
Phil, what feature can you use that can toggle a state? Think about it because it has been answered time and time again. I also provided the answer several times in the past when you continue to ask the same question over and over again.
Programmer and 3D Artist
well I have made more progress. my sprite jumps up and down when I hit the space bar. but it only does this once. I want it to do this every time I hit the space bar.
float time = 0.0f;
void jumpsprite()
{
positionX = initialvelocity * time*cos(thetaX);
positionY = initialvelocity * time*sin(thetaY*PI / 180.0f) + (-0.5f*gravity*time*time);
time += 2.0f;
if (time >= 15.5f)
{
time = 15.5f;
}
cout << "positionY: " << positionY << endl;
}
void Loop(int val)
{
jumpsprite();
glutPostRedisplay();
glutTimerFunc(100, Loop, 0);
}
void handleKeypress(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
exit(0);
break;
case 32:
Loop(0);
break;