Rotating flipper/ball response
Megaemman
Member, PRO Posts: 72
http://s1331.photobucket.com/user/megaemman/media/flingingobject_zps187750fd.png.html?sort=3&o=0
http://s1331.photobucket.com/user/megaemman/media/Ideaofwhatiwanttodo_zps5d0f850e.png.html?sort=3&o=0
It's basically creating kinetic force using the rotation of the flipper based on how fast you slide the slider in order to get the ball to fling so I'm trying to figure out how to make the ball( accelerate) respond in order for it to catapult .
I hope this helps explain it better of what I want the actors to do .
http://s1331.photobucket.com/user/megaemman/media/Ideaofwhatiwanttodo_zps5d0f850e.png.html?sort=3&o=0
It's basically creating kinetic force using the rotation of the flipper based on how fast you slide the slider in order to get the ball to fling so I'm trying to figure out how to make the ball( accelerate) respond in order for it to catapult .
I hope this helps explain it better of what I want the actors to do .
Comments
Do you want the flipper to hit the ball to make the ball move ?
The problem lies in trying to flick the ball so you can juggle it or trying to catapult it towards a direction or another platform / flipper . The object is to use the flippers in order to move the ball but the problem lies in the response when you move the slider to rotate the flipper at an acceleration the ball does not react to the speed nor acceleration of the flipper probably a picture would be better to explain .
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New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
so try this make a rule in you ball like this and also make three game level REAL attributes Flipper_X and Flipper_Y and Flipper_Angular_Velocity
In the Flipper at the top of the code stack put a
contstrain attribute: game.Flipper_Angular_Velocity to self.angularvelocity
In the Ball
RULE
When ball collides with actor FLIPPER Attribute self.angularvelocity is >100
Accelerate behavoir
Direction: vectortoangle (self.positionX - game.flipperX,self.positionY - game.flipperY)
Speed: game.Flipper_Angular_Velocity
Didn't test it but this shold get you going in the right direction.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
So you use the slider to move the teeter-totter flipper which maneuvers the ball by flicking , flinging , or juggling
So the problem is what happens is that when I try to flick the ball it falls through the flipper or just rolls off
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
If the ball lands on the teeter- flipper I would like to balance it and be able to fling the ball when ready .
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
If the ball lands on the teeter- flipper I would like to balance it and be able to fling the ball when ready
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
In the Flipper at the top of the code stack put a
contstrain attribute: game.Flipper_Angular_Velocity to self.angularvelocity
In the Ball
RULE
When ball collides with actor FLIPPER Attribute self.angularvelocity is >100
Accelerate behavoir
Direction: vectortoangle (self.positionX - game.flipperX,self.positionY - game.flipperY)
Speed: game.Flipper_Angular_Velocity
Didn't test it but this shold get you going in the right direction.
This equation is off should it just be velocity because I don't want the ball to rotates I want it to travel away from the paddle at an angle i guess kinda like how you can with pinball . Should I post a Video to show what the problem is ?