Gideros get position of box2d object5/30/2023 ![]() with superimposed animated virtual objects onto the players environment. If you do not want that and want these side supports to affect only spring body, you can use collision filtering for that. The players have a risky mission to find a missing person, uncover the secrets. Here is a quick example attached to this post just to get you started.Īnd here is the video of how it looks like:ġ) You will need to adjust frequency and dampeningRatio to the feel of the spring you want in your gameĢ) There are side supports, that will not allow dynamic body of distance joint to drop to the right and the left side, but they also affect other dynamic bodies. First of all I'm new to gaming, and in that i'm working with lua, which is another new thing for me. Rangking snsd i got a boy, True position drill guide, Brahmanbaria news bangla. I have also played arround with lua frameworks like Corona and Gideros. Also the author is very good at answering your questions on the gideros forums. Local weather 62681, Hajko fyzika v prikladoch, Net class object. I'm not getting any idea what has to be done. Next Getting sprite position on world inside shader. I want to know how to position a object to x: 100 and y: 100 but I dont know how, and it says I have errors. Im adding a list of variables used in my answer. The initial position is (x0 y0) and the initial speed is (x0 dot y0 dot) in the formulas above. For gravity, it is constant and equals to mg so dividing by the mass cancels it out. Now when I throw the pumpkin(box2d body) and when it falls on the spring top, the top of the spring falls down. To get the acceleration due to it, you have to divide by the mass. I don't want any mouse event on Spring so I've not registered any mouse event for spring, in fact when i throw pumpkin(box2d body) and if it falls on the spring top it must show normal spring behavior. the only way I can think to do this is create an object momentarily under the falling objects position, which would give an instant stop, and then boost. Stage:addChild (spring ) local radius = spring:getWidth ( ) / 2 local body = self.world:createBody Integrators simulate the physics equations at discrete points of time. It looks like you are getting your sprite position from the Body position, not the fixture position in the original method. So if you set your fixture to be at (5, 5) the body is still at (0, 0) and if you then move the body to (1, 0), the fixture will then draw at (6, 5). Gilbert el chayeb, Sf giants text, Gideros tutorial box2d, 80 lower. Box2D uses a computational algorithm called an integrator. The fixture position in box2d is in relation to the body position. Spring = Bitmap.new (Texture.new (img ) ) Ugg boots with bows and sparkles, Samsung ht-d455k, How to get editing software for. Self.springTop = self:CreateSpring (x, 190, "images/SpringTOp.png" ) - Creating Distance Joint local jointDef = b2.createDistanceJointDef (,, x, 250, x, 250 ) local distanceJoint = self.world:createJoint (jointDef )ĭistanceJoint:setLength ( 35 ) function LoadGame:CreateSpring (x, y, img ) The wost thing you can do is keep calling the acceleration functions and then just resetting character positions to their previous = self:CreateSpring (x, 250, "images/Springs.png" ) ![]() In the same vein, disable upwards acceleration when hitting the ceiling, and left/right acceleration when hitting a wall. Please disable gravity when touching a floor, because again, floating point values are a bitch. This also avoids hitting the corner of a flat space. Things have a tendency to go through things because of you didn't check diagonal positioning. When you check for blocks, always check diagonals. This is probably why your character is sticking through the CORNER of the block that's located diagonally down in front of it. If you can, always set things to ZERO when colliding with something. Which brings me to my next point:įloating point positions are a bitch, this is why I use point (1). ![]() Same deal with jumping and hitting the ceiling, running towards a wall, etc. Set its Y coordinate to the floor, whatever, JUST FORCE ITS Y VALUE TO BE A ROUND NUMBER. If an entity is close to the floor, immediately stick that entity to the floor - You check if the entity is within a few pixels or floating point values above the floor it should be colliding if true, set the character immediately down to the floor. Here were a few things I paid attention when I did platform collision detection:
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