umen242
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How to calculate the vector direction to point , so the object will move to
umen242 replied to umen242's topic in General and Gameplay Programming
Thanks allot for the help i got it solved i have another question that is related How to detect when object A In point B place i have object which is moving to points in the screen each time the point ( call it B) is moving to different place and object A follow its direction . Im using Linear interpolation and simple pythagoras equation to find the vector to point B what i have problem now is to find the location where object A should stop when it In point B place point B its just x/y location . point b can be any where on the screen [attachment=36229:touch.png] 
How to calculate the vector direction to point , so the object will move to
umen242 replied to umen242's topic in General and Gameplay Programming
i dont understand sorry ,.. can you please give more info 
How to calculate the vector direction to point , so the object will move to
umen242 posted a topic in General and Gameplay Programming
i like to be able to calculate the vector values from object A to destination position. For Example in this image object A to destination B . What will be the x/y positions all the way until it reach distention B. where the x,y origin is in bottom left side [attachment=36227:vecmove.png] 
Do you have any info on how the Character animation done in the game Vector ?
umen242 posted a topic in 2D and 3D Art
Hello The character animation in the game vector is amazing . does any body knows how it done? Thanks 
How to make snake movement smooth not grid based like stihter io snake
umen242 posted a topic in General and Gameplay Programming
Hello all i try to find the right formula to mimic the smooth none grid movement of the stihter io snake . i can do it manually to save each point the "head" movement went and do some interpolation in between its body parts but it is very error prone. also i find this : http://www.emanueleferonato.com/2014/06/10/html5stringavoidergamemadewithphaser/ which is not working in my case but do show something similar here is a picture to express what i want to do : [sharedmedia=core:attachments:33572] any idea how to do it right ? Thanks! 
How to calcolate moving vector of object by its rotation degress in 2d
umen242 replied to umen242's topic in General and Gameplay Programming
Thanks all! 
How to calcolate moving vector of object by its rotation degress in 2d
umen242 replied to umen242's topic in General and Gameplay Programming
Thanks for the replay , but can you please explain more , or can you can you please direct me to some links to explain ? 
How to calcolate moving vector of object by its rotation degress in 2d
umen242 posted a topic in General and Gameplay Programming
Hello all i have object in game which is rotating when i move my joystick , now i need to calculate its movement vector by its rotation the object always moving forward and controlled by the joystick , the joystick is only setting its direction by degree . here is the image which illustrate the scene . i need some formula of the vector which the object will move . [sharedmedia=core:attachments:33561] Thanks 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
yes i notice it sometimes above 1 and sometimes below ... wow .. it is not consist .. 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
Ok i think i got this working with your fix Thanks allot Also Question while searching about the subject how about checking if point inside triangle using one of those methods here ? http://stackoverflow.com/questions/2049582/howtodetermineifapointisina2dtriangle 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
sorry i misunderstand this wired python syntax ... so how should this: return 1  xfrac + yfrac <= 1 look like on simple C code ? 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
Im trying to implement it now , say didn't you meant Inside calculation for rectangles 2 and 3 ? as it substract from 1 first ? i have test case im working on on some cases it works in some it doesn't see what i mean : based on your code example i did : bool game::insideOfTri(float left, float top, float right, float bottom, float dotx, float doty, bool type) { if (left < right && bottom < top) { float xsize = right  left; float ysize = top  bottom; float dot_lcl_x = dotx  left; float dot_lcl_y = doty  bottom; float dot_lcl_x_f = dot_lcl_x / xsize; float dot_lcl_y_f = dot_lcl_y / ysize; float result = 0; if (type) { result = 1  (dot_lcl_x_f + dot_lcl_y_f); } else { result = (dot_lcl_x_f + dot_lcl_y_f); } if (result >= 1) { return true; } return false; } using this function : where parameters are : left : 160.0 right :201.0 top:330.5 bottom:310.0 dotx:160.0 doty:315.0 the result of dot_lcl_x is : 0 which is true the result of dot_lcl_y is 5 which is true and the expected return from the function is true . but if i continue the calculation in the function dot_lcl_x_f is 0 and dot_lcl_y_f is 0.24 so no matter which calculations if it : result = 1  (dot_lcl_x_f + dot_lcl_y_f); or result = (dot_lcl_x_f + dot_lcl_y_f); will give false . which is wrong so when i calculating rectangle number 2 it gives me false when i calculating rectangle number 1 the calculation is right and it gives me true . so as you can see the problem is that dotx:160.0  left : 160.0 = 0 , so it never be above 1 [sharedmedia=core:attachments:33360] 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
@Alberth Thanks allot ! yo uare helping me allot and i feel i getting there . Few Things i dont understand . 1. what do you mean : what is : "w.r.t" ? 2. as i have the points calculated , do i need to set the and calculate the point inside the triangle part of the rectangle ; from world space to local space what i mean is see the picture : [sharedmedia=core:attachments:33336] There is local space of the blue dot , do i need to convert it to local space so it will be relative to its one of the 4 rectangles? so each time it will be calculated from the rectangles X.Y coordinates ? and not from the world space ( screen ) coordinates ? im alittle bit confuse here .. what is the proper way to calculate it . 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
@Alberth Question im try to implement the method you show me the problem is that in my case the 0,0 coordinates are from bottom left of the rectangle the first formula (x/x_size) + (y/y_size) working great but the second one with (1x) doesn't work . how can i change it to work with my coordinates ? also now i just noticed that i need to reset on each part of the rectangles the x and y position to 0,0 from it world coordinates .. this is way to much work ... Thanks! 
How to detect diamond shape collision detection , if object is inside the diamond
umen242 replied to umen242's topic in General and Gameplay Programming
Thanks!! Sorry , in the last explanation i didn't understand what is: c? what points ? can you please give simple example ? Thanks again !