>Otherwise we couldn't hear if we dropped a coin out of the pocket, could we?
Actually, sound has more to do with the presence of an atmosphere than
gravity ;-)
> lDistance=sprite(me.spritenum).loc-sprite(fixedsprite).loc
> sprite(me.spritenum).loc=sprite(me.spritenum).loc+100/lDistance
Interesting way of doing it--that actually yields the vector. It's a good
approach, but I'll need to work to refine it, because it doesn't take into
account negative numbers (points above or to the left of the floating
sprite). If lDistance = point (-20, -20), it still evaluates to 0.
I've been tracking distance using good ol' Pythagoras:
lDistanceH = lMyLocH - gCurH
lDistanceV = lMyLocV - gCurV
lDistance = sqrt(power(lDistanceH, 2) + power(lDistanceV, 2))
That's already being calculated, because the fixed sprites also grow
larger and brighter (blend increases) as the floater gets closer. That part
works jes' fine.
I'm calculating the x and y distances separately so I can use those to
figure out where the floater is (up, down, left, right). I can use those to
adjust your formula accordingly.
>This way the me-sprite will move and accelerate towards the fixed sprite.
Actually, I'm doing the opposite. Imagine a small planet-sized object
floating through an asteroid belt. Now imagine the asteroids are tethered
to a fixed point in space by a giant rubber band. My floater is the planet,
and the fixed sprites are the asteroids.
>due to Lingo's <sarcasm> magnificent numberjuggling </sarcasm>
Yes--reference my rant yesterday about -54 / 55 evaluating to 0.
>I mean really ugly! But ofcourse you already code that way, Kerry.
Ah, I see I'll have to stop posting my code to the list ;-) If you want
elegant, Jakob's your man.
This has to be finished tomorrow, so I'll post my end result. It'll be
ugly, but it'll work :-)
Cordially,
Kerry Thompson
Sr. Interface Engineer
Learning Network
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