By the way:

Pixels are integers, so don't make operations with them, make a variables
like:

varX = 0.0
varY = 0.0

And make operations using them or you will lost the decimals (because x and
y in the image are integers: pixels). This is visible  when you do a
bouncing animation, the animation gradually will lost speed and finish
-after many bounces- in the floor, like if it have been a friction force
that have stopped it.... So make all operations in a separated variables and
before to draw the objects asign the results to the object position (so in
the next interaction you will have the exact x and y coordinates to operate
with and not something rounded to 'pixels' -int-)

2009/12/1 Rob <[email protected]>

> Thanks guys, your replies were helpful. The physics links in
> particular were very good for refreshing my memory on the equations.
>
> On 11/30/09, R. Alan Monroe <[email protected]> wrote:
> >> I've been trying to get a sprite (the ball) to fall from the top of
> >> the screen with realistic gravity. I did attempt it, however it's not
> >> so great so I won't post it here.
> >
> > These might help:
> >
> > http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html
> >
> >
> http://www.makingthemodernworld.org/learning_modules/maths/04.TU.02/?section=1
> >
> > Alan
> >
> >
>



-- 
Nota: Tildes omitidas para evitar incompatibilidades.

:wq

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