James Hi, In the past few weeks I have read as much as possible about animation math and also read McKell's tutorials. All have made sense . I still cannot find any info on interaction between sprites, especially anything that can help me to learn how a sprite once it intersects a line at 50 degrees will continue onto the next line and intersect that at 50 degrees etc. Are there any other texts/sources that you can reccommend? The curves (lines) that the ball intersects will initially be manually drawn. The path that the ball takes should be as gradual as possible. Does this make sense?

cheers Phil

From: James Newton <[EMAIL PROTECTED]>
Reply-To: Lingo programming discussion list <[email protected]>
To: Lingo-L <[email protected]>
Subject: Re: <lingo-l> Is Director/Lingo capable?
Date: Fri, 25 Nov 2005 07:45:02 +0000

On 25/11/05 3:03 am, "PHILIP LUCAS" <[EMAIL PROTECTED]> wrote:

>
> James... Thanks so much for the advice. I need certainly to look at ALL
> aspects as I am so new to developing. I could break my needs down into the
> following;
>
> a) certainly need a hand with mathematical coding for the automatic path the
> ball sprite takes.(i have been searching everywhere for info on
> vectors/mathematics but without much luck). The ball will start to move when
> a player requests the game to start.
> b) to learn how to code to allow the ball to turn 100 degrees whenever a
> player requires it to do so and for the ball to slow its pace during the
> turn.
> C) to code for boundary collision.... where if a player does not turn the > ball sprite before a border sprite is reached then the ball will slow and
> stop.
> d) introduce a second ball sprite and code for collision management between
> the two.
>
> I think this wiould be sufficient to get me going, to create a start and
> then to add other ideas later.eg. the red curves as seen will change radii
> slightly every few seconds automatically.
>
> The game would be played at a single workstation between 2 people and later > hopefully over the web. I know exactly what I want in this game. the hard
> part is bringing it all together.

Hi Philip,

You can find an old article of mine on 2D vectors at...

  <http://nonlinear.openspark.com/alpha/articles//vectorarticle.txt>

... along with a demo movie at:

  <http://nonlinear.openspark.com/tips/geometry/2Dvectors/>

These should help you with the movement of the ball and collision
management.

As for determining which straight-line path will form a given angle with a
given curve from a given point, the complexity of the mathematics will
depend on the complexity of the curve.  Are you using circles, ellipses,
parabolas,... or are you using a more complex formula to define the curves?

Cheers,

James

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