1. Anyone know anything about trigonometry?
- Posted by dstanger at belco.bc.ca Sep 05, 2001
- 506 views
Hello all, Does anyone know anything about trigonometry? I am interested in making a "dueling artillery" game but cannot fathom the math needed to plot arcs. I know that it has something to do with arc, tan, and cos (?) but what?! So this is a call to all you mathematicians on the list ;) Thanks a lot, David S.
2. Re: Anyone know anything about trigonometry?
- Posted by Jiri Babor <jbabor at PARADISE.NET.NZ> Sep 06, 2001
- 461 views
This is a multi-part message in MIME format. ------=_NextPart_000_003F_01C1371C.2C84D7C0 charset="Windows-1252" David, they are not arcs. They are quite complex ballistic curves. But let's assume we live in a complete vacuum, as some of us do, then we can approximate them very well with parabolas. And parabolas are dead easy to calculate, even to draw. The attached small demo is, I hope, sufficiently commented to give you reasonable idea how to proceed. jiri ----- Original Message ----- From: <dstanger at belco.bc.ca> To: "EUforum" <EUforum at topica.com> Sent: Thursday, 6 September 2001 16:57 Subject: Anyone know anything about trigonometry? > > Hello all, > > Does anyone know anything about trigonometry? I am interested in making a > "dueling artillery" game but cannot fathom the math needed to plot arcs. I > know that it has something to do with arc, tan, and cos (?) but what?! > > So this is a call to all you mathematicians on the list ;) > > Thanks a lot, > David S. > > > ------=_NextPart_000_003F_01C1371C.2C84D7C0 Content-Type: application/octet-stream; name="Gun.ex" Content-Transfer-Encoding: quoted-printable Content-Disposition: attachment; filename="Gun.ex" -- gun.ex -- jiri babor -- jbabor at paradise.net.nz -- 6 Sep 2001 include graphics.e constant d2r =3D PI/180 -- degrees-to-radians factor constant g =3D 5 -- acceleration due to gravity object o sequence vc -- video configuration atom hspeed,vspeed,x,x0,y,y0 integer angle, color, key, speed, toggle,xmax,ymax procedure show_header() text_color(BLUE) puts(1, "enter : toggle lines/dots\n") puts(1, "up : increase angle\n") puts(1, "down : decrease angle\n") puts(1, "right : increase speed\n") puts(1, "left : decrese speed\n") puts(1, "c : change trace color\n") puts(1, "delete: clear screen\n") puts(1, "space : fire\n") puts(1, "esc : quit\n") text_color(RED) position(11, 1) if toggle then puts(1, "lines") else puts(1, "dots ") end if position(12, 1) printf(1, "angle : %2d", angle) position(13, 1) printf(1, "speed :%3d", speed) position(14, 1) printf(1, "color : %2d", color) end procedure procedure fire() hspeed =3D speed * cos(angle*d2r) -- horizontal speed component vspeed =3D -speed * sin(angle*d2r) -- vertical speed component x0 =3D 0 -- initial projectile position y0 =3D ymax -- also gun position x =3D x0 -- projectile hor. position y =3D y0 -- projectile ver. position while x <=3D xmax and y <=3D ymax do vspeed +=3D g -- new vertical speed x +=3D hspeed -- new projectile position y +=3D vspeed if toggle then draw_line(color, {{x0, y0},{x, y}}) else pixel(color, {x, y}) end if x0 =3D x y0 =3D y end while end procedure -- initial (default) parameters: angle =3D 60 -- gun angle from horizontal speed =3D 60 -- nozzle speed toggle =3D 1 -- draw lines color =3D 15 -- BRIGHT_WHITE, initial trace color o =3D graphics_mode(18) -- 640x480x16 vc =3D video_config() xmax =3D vc[5]-1 ymax =3D vc[6]-1 show_header() ellipse(7,1,{-5,ymax-5},{5,ymax+5}) -- gun key =3D get_key() while key !=3D 27 do -- escape if key =3D 328 then -- up arrow if angle < 80 then angle +=3D 1 position(12, 9) printf(1, "%2d", angle) end if elsif key =3D 336 then -- down arrow if angle > 10 then angle -=3D 1 position(12, 9) printf(1, "%2d", angle) end if elsif key =3D 333 then -- right arrow if speed < 100 then speed +=3D 1 position(13, 8) printf(1, "%3d", speed) end if elsif key =3D 331 then -- left arrow if speed > 10 then speed -=3D 1 position(13, 8) printf(1, "%3d", speed) end if elsif key =3D 13 then -- enter: dots/lines toggle toggle =3D not toggle position(11, 1) if toggle then puts(1, "lines") else puts(1, "dots ") end if elsif key =3D 32 then -- space: fire! fire() elsif key =3D 'c' then -- change trace color color +=3D 1 if color > BRIGHT_WHITE then color =3D GREEN end if position(13, 9) printf(1, "%2d", color) elsif key =3D 339 then -- delete: clear screen clear_screen() show_header() ellipse(7,1,{-5,ymax-5},{5,ymax+5}) end if key =3D get_key() end while o =3D graphics_mode(-1) -- back to text mode ------=_NextPart_000_003F_01C1371C.2C84D7C0--
3. Re: Anyone know anything about trigonometry?
- Posted by Sabal.Mike at notations.com Sep 06, 2001
- 457 views
4. Re: Anyone know anything about trigonometry?
- Posted by Chris Bensler <bensler at telus.net> Sep 06, 2001
- 459 views
Unless you really want it to be fairly accurate, I wouldn't worry about calculating trajectories. In fact, more often than not, I find it looks more realistic, taking the approach I mention, rather than actually trying to calculate the trajectory. Like others said, you need to consider gravity, resistance (friction and wind force), inertia, mass, aerodynamics (that's being very petty :P). If you were making a golf game, I would say that tracjectory calculations would be crutial. If you look at any fireworks demos, they should give you an idea of what to do. Most use arcs for the path of the flare and the sparks, they will even take into account GRAVITY and trajectory SPEED. I haven't looked at the workings of the EU fireworks demos, but I suspect it would be similar. I know that there are numerous fireworks examples for BASIC, that demonstrate how to do the arced paths. The main concept is to change the position incrementally(the increment can be whatever realistic value you choose), multiplying the increment by SPEED, and subtracting (or dividing) GRAVITY every time. Once you've made your calculation for that increment, you decrement SPEED. Eventually, speed will be 0 and the trajectory will end. For fireworks, I would have static values for increment and gravity, and speed is random. For your purposes, speed wouldn't be random. This should give you an idea of how to proceed EG. INCREMENT=10 GRAVITY=0.6 SPEED=50 while SPEED>0 do pos_x+=INCREMENT*SPEED*GRAVITY pos_y+=INCREMENT*SPEED*GRAVITY SPEED-=1 end while Chris
5. Re: Anyone know anything about trigonometry?
- Posted by daryl_vdb at HOTMAIL.COM Sep 07, 2001
- 468 views
hello David, When the user tells the program the angle to shoot at, you should convert the angle and speed to component vector form. It is easier to work with (x, y) than (angle, speed) internally. First, get the x and y components for the velocity vector of the projectile as follows: xspeed = cos(angle) * speed yspeed = sin(angle) * speed When the projectile is in motion, move the ball by an amount proportional to the x and y speed. Then decrease the y speed by a number that tells the acceleration due to gravity. It gets a bit more complicated than this. A knowledge of maths (and physics) would help for this. I made a small program that simulates projuctile motion, and you can download it at http://www.geocities.com/daryl_vdb/euphoria Sorry if the code is hard to understand, or the program is buggy. Email me again if you want to know more. regards, Daryl van den Brink >Hello all, > >Does anyone know anything about trigonometry? I am interested in making a >"dueling artillery" game but cannot fathom the math needed to plot arcs. I >know that it has something to do with arc, tan, and cos (?) but what?! > >So this is a call to all you mathematicians on the list ;) > >Thanks a lot, >David S.