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gareth_mcdaid

Member Since 22 May 2007
Offline Last Active May 18 2014 06:38 PM

Topics I've Started

Sine Waves Travel At Any Angle Through 2D Space

23 June 2013 - 02:10 PM

The sine wave generator is using a time, elapsed_time in milliseconds, or a time stamp milliseconds, to get the position of the sine wave.

The problem is I need to make the sine waves travel at any angle through 2D space, any help?

The sine wave generator is part of a separate projectile system, 10 is the maximum frequency, elapsed_time is required because this is to be used in a client and server game, where timing is crucial.

 

2ptncs5.jpg

Create event

set=0;
lifetime=3000
frequency=1
amplitude=50*1.0
pixels[0,0]=0
pixel_num=0
xx=0

Draw event

if set=0
{
start_time=current_time
set=1
}

elapsed_time =current_time-start_time

if pixel_num<60*(lifetime/1000)
{
pixels[pixel_num,1]=(sin( (elapsed_time/lifetime)*(10*frequency) )*amplitude) 
}

xx=0
pad=1

draw_set_color(c_red)
for(i=0;i<pixel_num;i+=1)
{
  
  if i>0
  {
    draw_line(xx+100,100+pixels[i-1,1],xx+100+pad, 100+pixels[i,1]);
  }
  xx+=pad;
  
}

if pixel_num<60*(lifetime/1000)
{
pixel_num+=1
}

The projectiles move independent of the frame rate, using the elapsed time, the elapsed time is used to position the projectiles, it’s required to keep the server and client synchronized at all times.

 

Distance is calculated by using constants and the elapsed time, the constants are based of the server tick rate and the target fps, and there is a speed constant for each projectile used to calculate the number of pixels to move the projectile per millisecond of time passed

 

The below code as the desired effect but for only for four directions, I need 360 degrees of movement for this to be of use in my projectile

system..

angle=0
x=startx + (cos( degtorad(angle) )*distance)
y=starty - (sin( degtorad(angle) )*distance)- ((sin( (elapsed_time/lifetime)*(10*frequency) )*amplitude) )

anlge=90
x=startx + (cos( degtorad(angle) )*distance)- ((sin( (elapsed_time/lifetime)*(10*frequency) )*amplitude) )
y=starty - (sin( degtorad(angle) )*distance)

angle=180
x=startx + (cos( degtorad(angle) )*distance)
y=starty - (sin( degtorad(angle) )*distance)- ((sin( (elapsed_time/lifetime)*(10*frequency) )*amplitude) )

angle=270
x=startx + (cos( degtorad(angle) )*distance)- ((sin( (elapsed_time/lifetime)*(10*frequency) )*amplitude) )
y=starty - (sin( degtorad(angle) )*distance)

How many pictures calculator

08 May 2009 - 04:30 AM

How do you work out how many pictures there are for a given number of pixels and colours? The image dimensions are 1 Bit Per Pixel = 2 colours 4*4 number of pixels = 16 pixels I think the answer is 2^16 = 65536 2 to power of 16 is 65536 Is this the correct answer?

My Game Maker

22 May 2007 - 09:56 PM

Hi everyone I am currently trying to write my own game making program its not going to be 3d but it will still have multiplayer and was wanting some information on want you would like to see in my game making tool. You can check out my web site for moor information go to the about web page and the download page to see my game making tool . web address www.bioware.freewebsitehosting.com My game making tool was base on game maker and comes with some cool demo games pacman etc. I made it with the allegro gaming library check it out and let me no what you think.

My Game Maker

22 May 2007 - 09:53 PM

Hi everyone I am currently trying to write my own game making program its not going to be 3d but it will still have multiplayer and was wanting some information on want you would like to see in my game making tool. You can check out my web site for moor information go to the about web page and the download page to see my game making tool . web address www.bioware.freewebsitehosting.com My game making tool was base on game maker and comes with some cool demo games pacman etc. I made it with the allegro gaming library check it out and let me no what you think.

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