Hi all, Does anyone have any code for fake physics like the kind used in asteroids where the player can turn and he will drift in the direction he was previously moving until he hits the thrusters?
Asteroid physics
Blitz3D Forums/Blitz3D Beginners Area/Asteroid physics Here you go :-)
;Asteroid physics Graphics 800,600,16,2 SetBuffer BackBuffer() Const shipacc#=0.1,shipturnspeed#=2 Global shipx#=400,shipy#=300,shipvx#,shipvy#,shipangle# Repeat Cls shipcontrol shipupdate shipdraw(10) Flip Until KeyDown(1) End Function shipcontrol() ;thrust If KeyDown(200) shipvx#=shipvx#+Cos(shipangle#)*shipacc# shipvy#=shipvy#+Sin(shipangle#)*shipacc# EndIf If KeyDown(205) shipangle#=shipangle+shipturnspeed# EndIf If KeyDown(203) shipangle#=shipangle-shipturnspeed# EndIf End Function Function shipupdate() shipx=shipx+shipvx shipy=shipy+shipvy If shipx<0 shipx=800 EndIf If shipx>800 shipx=0 EndIf If shipy<0 shipy=600 EndIf If shipy>600 shipy=0 EndIf End Function Function shipdraw(size#=1) Line shipx-Cos(shipangle)*size,shipy-Sin(shipangle)*size,shipx+Cos(shipangle)*size,shipy+Sin(shipangle)*size End Function
NO! NOOO! NOOOOOOOO! TAKE IT AWAY!!
I was just about to start working on this... now you've posted an example I'll HAVE to look at it, removing 99% of the fun!
Concentrate Sledge -- must...avert...eyes...gnrrrrrhh...pop!...squelch!
Oops.
I was just about to start working on this... now you've posted an example I'll HAVE to look at it, removing 99% of the fun!
Concentrate Sledge -- must...avert...eyes...gnrrrrrhh...pop!...squelch!
Oops.