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Is my time based movement right?

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Hi guys ,sorry if this is a little simple, but are these functions right? Im not sure i am using the time based movement right for these 2D objects. Do i need to use it more that i am, by this i mean multiply my forces by it aswell? My main function, called every frame for all objects.
CObj::UpdateObject()
{

	CalcVelocity();
	UpdatePosition();

	ApplyFriction(); // applies friction or air resistance

		
	if(m_Z >0)
	{
		ApplyGravity();
	
	}

	if(m_VelocityZ < 0)
	{
		HandleLanding();
	}

}
CObj::CalcVelocity()
{

		if(m_Angle == 0)
		{
			m_VelocityX =0;
		}
		else
		{
			m_VelocityX = (m_Velocity*cos(AngleToRadians(m_Angle-90)));
		}
			m_VelocityY = (m_Velocity*sin(AngleToRadians(m_Angle-90)));

}
////////////////////////

CObj::UpdatePosition()
{
		//using x = v*t + 1/2*a*t^2

	m_X += m_VelocityX* m_ElapsedTime;// + (0.5*(m_ElapsedTime*2));

	m_Y += m_VelocityY* m_ElapsedTime;// + (0.5*(m_ElapsedTime*2));

	m_Z += m_VelocityZ* m_ElapsedTime;// + (0.5*(m_ElapsedTime*2));




}
//////////////////////////


CObj::ApplyFriction()
{
	if(m_Z == 0)
	{
		if (m_Velocity > m_Friction ) 
			m_Velocity -= m_Friction; //* (m_Velocity/100) ;

		else if (m_Velocity < -m_Friction)
			m_Velocity += m_Friction; //* ((m_Velocity*(-1))/100);

		else m_Velocity = 0;
		
	}
	else
	{ 
		if (m_Velocity > m_AirResistance ) // check direction

			m_Velocity -= m_AirResistance;
		else if (m_Velocity < -m_AirResistance)
			m_Velocity += m_AirResistance;
		else m_Velocity = 0;
	
	  }

}
///////////////////


CObj::ApplyGravity()
{

	m_VelocityZ -= m_Gravity;

}
///////////////////////

CObj::HandleLanding()
{

	if((m_Z <= 0)&&(m_Absorbtion != 1.0))
	{
		Bounce();
	}
	else if(m_Z <= 0)
	{
		m_Z = 0;
		m_VelocityZ = 0;
		m_Velocity = m_Velocity/2 ;
		
	}

}
/////////////////////////////////////////////////

CObj::Bounce()
{
	
	m_VelocityZ = ((m_VelocityZ*(-1)) * m_Absorbtion);
	if (m_VelocityZ < 0.1)
	{
		m_VelocityZ =0.0;
		m_Z =0;
	}
	else
	{
		if(m_VelocityZ > 1)
		m_Z = 0;
		m_Velocity = m_Velocity /2;
	}
}


Thanks for any suggestions or improvements.

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