R0J0hound's Forum Posts

  • Here's kind of a way to do that, but all collision is done manually.

    The idea is to fill an array with random heights for the terrain, and have a number of sprites across thee screen. Then the height of those sprites can be set from interpolating between array values.

    It's kind of complicated because everything is done manually but perhaps you can pull a few ideas from it.

  • You can do the motion with vars for velocityX, velocityY and gravity. Then the kinetic motion can be calculated with:

    x = x + velocityX*dt

    velocityY = velocityY + gravity*dt

    y = y + velocityY*dt

    To make it bounce there are a few approaches. One simple one it to move horizontally first, then vertically. For either motion the idea is to:

    1. move

    2. if ball is overlapping wall then unto the move and reverse the velocity.

    To make the ball always bounce back up to the same height is a bit trickier. In an idea world we would bounce at the exact point of collision, which can be calculated but even then there will be rounding errors over time.

    A simpler idea would be to conserve total energy. AKA total_energy=potential_energy+kinetic_energy

    Potential energy (PE) is the height of the object off the ground times gravity, and kinetic energy (KE) is the speed squared divided by two.

    PE = -y*gravity

    KE = 0.5*speed^2

    As the ball moves energy is transferred back and forth between PE and KE, and if energy is conserved then the total energy (E) will always be the same.

    E = KE + PE

    This is useful because with that we can calculate what the speed is for any y. You can work out the algebra yourself but it comes out to:

    speed = sqrt(2*gravity*(y - start_y))

    So with that we can correct the speed so the ball always bounces to the same height.

  • It's drawing C2's canvas to a separate, smaller canvas which is used to save from.

  • You'll mainly be interested with the stopping distance which can be derived from this kinematic equation:

    vf^2 = v0^2 - 2*a*d

    where

    vf is the final velocity

    v0 is the initial velocity

    a is the acceleration

    d is the distance

    We want to know how far it takes to stop with a given speed and deceleration. So:

    speed^2 = 0^2 - 2*deceleration*distance

    solving for distance we get:

    distance = -(speed^2)/(2*deceleration)

    Note: if the value you use for deceleration isn't negative you can omit the minus in the formula.

    So then our pseudo code to move the object would be:

    if( speed < max_speed) then accelerate
    
    if( distance_to_target <= -(speed^2)/(2*deceleration) then decelerate[/code:bepp4si0]
  • Use this expression to get a smaller screenshot. Change w and h for different sizes.

    Browser.ExecJS("
    var w = 100;
    var h = 100;
    var c2canvas=document.getElementById('c2canvas');
    var mycanvas = document.createElement('canvas');
    mycanvas.width  = w;
    mycanvas.height = h;
    var ctx = mycanvas.getContext('2d');
    ctx.drawImage(c2canvas, 0,0,w,h);
    mycanvas.toDataURL();")[/code:6otna5an]
  • BSP's would need to be generated first but even then the drawing performance isn't there on my pc with html5. Also agreed a uniform grid would be faster, but it is also is less interesting.

  • Considering Doom and Wolfenstein 3D ran decent on computers with 1/100th the computing power of today's pc's I'd say some major bottlenecks are being encountered.

  • I didn't investigate it further but with my tests I was able to get away with using 1,2,3... for sid's.

  • You can look here for a few implementations:

    I have a computer that doesn't like html5 so the performance wasn't nice enough to pursue further.

    I've also made an attempt at 3d that leverages c2's renderer more using a plugin, but the z-sorting proves to be very complex.

  • One way would be to push the boxes away from each other and push then inside the triangle. To do it instantly you can put events 5 and 7 as sub-events of:

    Start of layout

    repeat 20 times

    or something like that.

  • I think it's a unique id of sorts, best I can tell it's used by C2 only when loading the capx. I was making an event sheet generator one time and just used consecutive numbers. I don't recall if anything amiss happened if they where omitted.

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  • Your picking is good, it's just your equation and algorithm is off.

    First your qarp expression in event 10 is off. For the last parameter you're using timebetweennode/time which I believe should be flipped to time/timebetweennodes. Also I'd like to point out that expressions like Sprite(1).X will use the x of the sprite with the iid of 1 not the uid of 1, but in the case of your capx they happen to be identical.

    Fixing that you'll notice the path isn't smooth. Well it is until it hits the next node at which point the object jumps. You'll need to rework it.

  • It doesn't vibrate for me. In the capx I subtracted 1 from the repeat loop to stop jitter when the mouse isn't moving.

    repeat distance(cursor.x, cursor.y, mouse.x, mouse.y)-1 times

    Maybe that can help? Maybe use 2 instead?

  • To stop the cursor from clipping through walls you need to use a loop to check all positions between the old mouse position to the new position for a collision.

    like this or the attached capx:

    repeat distance(cursor.x, cursor.y, mouse.x, mouse.y) times

    ---- cursor: move 1 pixel at angle angle(cursor.x, cursor.y, mouse.x, mouse.y)

    -------- system: pick wall overlapping cursor.x, cursor.y

    -------------- cursor: move -1 pixel at angle angle(cursor.x, cursor.y, mouse.x, mouse.y)

    -------------- stop loop

    There are other ways such as doing a raycast from the old mouse position to a new one but c2 has nothing built-in for that. You could also do wall sliding for a more pleasing motion instead of getting stuck on walls, but again there's nothing built in to handle that.

  • Instead of setting the cells to just animation frames you'll need a value for empty cells, so you know whether or not to create a tile there. 0 is the best value for that since 0 is the default cell value and cells outside the array are always zero. You could store the animationFrame+1 so 0 would be empty and then you could set the animation frame to array.at(x,y)-1 so 0 in the array would be frame 0.