Thanks that's great, yours is a much more logical way of doing it.this method only works with the sin and cos, because they work with angles, while your formula works with a grid.
once you work with angles, the relationship between the triangles is very clear, since they are all the same, only on a different location and angle.
- Game Maker Community
- → Viewing Profile: Posts: T194
T194
Member Since 12 Mar 2011Offline Last Active Apr 07 2013 10:08 AM
Community Stats
- Group GMC Member
- Active Posts 98
- Profile Views 1879
- Member Title GMC Member
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Male
Friends
T194 hasn't added any friends yet.
Posts I've Made
In Topic: Drawing lines to approximate a curve
03 August 2012 - 08:45 PM
In Topic: relative hspeed
31 December 2011 - 10:51 AM
Heres a final shot at trying to explain what I need. I'm attempting vehicle physics. I have a car which movement is in terms of x and y. This car could be facing in any direction and moving in any direction. What I need to find is its movement in terms of the image_angle, so how fast it is moving sideways and how fast forward (parallel and perpendicular to the direction the driver faces).
I've changed the ^ and radians bits of the code, but this doesn't make much difference. If anyone could give me a hand with this I'd be very grateful.
In Topic: Saving games
13 December 2011 - 11:43 AM
In Topic: Graphics software
12 December 2011 - 06:06 PM
I am not too sure about how GIMP handles animation, but it is what I and my designers all use until we can get to the point of purchasing Adobe CS5. The nice thing about it is that it is free for private and commercial use and it has plenty of extensions that you can add on to it that are made by the community. I really recommend giving it a shot.
t doesn't look like it does animation but thanks, I'll take a closer look at it. It seems everyone either wants or has adobe for graphics. I do have Photoshop but its animation capabilities are very limited. There don't seem to be many commercial (but cheaper) alternatives to adobe though, someone mention coral, so I might look at that as well.
In Topic: relative hspeed
06 November 2011 - 07:31 PM
I knew about sinx and cosx in radians, I think I copied an old version of the code. I never realised that ^ isn't power though! I guess that's why code involving powers has never worked that well.I cannot view your image, nor do I know what you mean with 'relative speed'. Compared to what object or moving point? And what is 'the rooms x and y'? Might you be talking about a view?
Anyway, in your code I see two things many people get wrong, and might be the root of your problem. I'm not sure if you did, though, but I'll share it anyway.
'^' is the bitwise xor operator, not x to the power of [n]. For that, you need power(x,n). If you only want to square it, use sqr(x). So the first line of your code should be written like this:_vel_mag = sqrt(sqr(v_x)+sqr(v_y))In sin(x) and cos(x), x must be in radians. You can convert using degtorad() and radtodeg(), or the convertion formula itself as it's easy to use...
Maybe I didn't explain what I'm trying to do very well though. The object (a vehicle) can rotate and move in 2 dimensions, as its a top down game. For the physics of the vehicle, i wanted to split its motion into horizontal and vertical components relative to the car. The car need not be moving in the direction it is facing (I've called this v_y) it could also be moving sideways (v_x). The code is meant to find the hspeed and vspeed components of say the v_x direction. It's hard to explain, but I'll see if the modifications of ^: power makes a difference.
- Game Maker Community
- → Viewing Profile: Posts: T194
- Privacy Policy
- GMC Rules and Forum Rules ·



Find content