David Janik-Jones wrote:
I've actually given up on Revolution for this task as I was able to recreate the whole thing I'd done, add in a 3D component, and get all of the velocity/mass/collision stuff done in less than two hours using Blender.

Of course. Blender is a good 3D tool, so if you need a 3D tool it's a far better bet than a more general GUI app toolkit like Rev, which does not claim to be a 3D tool.

Right tool for the right job.  You can do vector graphics in Photoshop
and raster graphics in Illustrator, but there's a reason there are
different tools for each.  ;)

Glad you've found a good tool for that specific task.

Given what you describe as Blendeer's "odd interface", I wonder if there
 could be a way to make the Blender engine accessible within Rev....

--
 Richard Gaskin
 Fourth World Media Corporation
 ___________________________________________________________
 [EMAIL PROTECTED]       http://www.FourthWorld.com


While it's not yet perfect, and will most likely take another
several hours to complete, it's a darn good start all things considered.

Odd interface, but alot of power under the hood.

Thanks,

David JJ

in my humble opinion | [EMAIL PROTECTED]

On Nov 15, 2004, at 12:00 PM, [EMAIL PROTECTED] wrote:

------------------------------

Message: 7

I'm looking to finish a small game my son suggested but I'm stumped on
code that will produce the effects I need. The two player game
basically involves trying to knock the opponents "marble" out of the
(square) playing area. This means I need to script each marble (WASD or
arrow keys) to have a radius, mass and velocity. The collisions between
marbles must be like billiard balls on a nearly frictionless surface.
Mass means that the marbles can transfer energy and increase/decrease
speed not only with a direction key held down, but also through the
collisions.

Has anyone written any scripts like this?

I can code this in Basic as follows, but need to know the best way to
do it in Revolution Dreamcard.

Here's how it might look in Basic (but with only one ball the player
can control) ...

int numOfBalls=2  // Change to add marbles.  Just be sure to specify
the starting position, mass, and radius for each marble.
int elasticity=0.5  // Elasticity is a value from 0 to 1: 0 will result
in perfectly INELASTIC collisions (masses stick together), and a value
of 1 will result in perfectly ELASTIC collisions

float X[numOfBalls],Y[numOfBalls]
float Vx[numOfBalls],Vy[numOfBalls]
float M[numOfBalls]
float radius[numOfBalls]

// INITIAL VALUES SECTION -- Make sure to add more for each ball you add

radius[0]=28    // Marble size
M[0]=25        // Marble mass
X[0]=100        // X coordinate
Y[0]=370        // Y coordinate

radius[1]=28
M[1]=25
X[1]=660
Y[1]=370

// GAME LOOP SECTION

int control
repeat
int key=raw key scancode(keyboard raw key)
// Controls
if up then Vy[control]=Vy[control]-0.5 'all values started at 0.5
if down then Vy[control]=Vy[control]+0.5
if left then Vx[control]=Vx[control]-0.5
if right then Vx[control]=Vx[control]+0.5
if pressed(6) // z key slows down the velocities each frame
int stopCount
for stopCount=0 to numOfBalls-1
Vx[stopCount]=Vx[stopCount]/1.1
Vy[stopCount]=Vy[stopCount]/1.1
next stopCount
end if
int a,b
for a=0 to numOfBalls-1
for b=0 to numOfBalls-1
if b>a // only check combinations that haven't been checked yet;
for example, there's no need to check (0,1) and then (1,0).
float xDiff=X[b]-X[a]
float yDiff=-(Y[b]-Y[a])
float distance=sqrt(xDiff^2+yDiff^2)
if distance<radius[a]+radius[b] 'if marbles a and b are touching


// find angle between marbles
if xdiff>=0 then float diffdir= invtan(ydiff/xdiff)
if xdiff<0 then float diffdir= invtan(ydiff/xdiff)+180
float dVx=Vx[a]-Vx[b]
float dVy=-(Vy[a]-Vy[b])
float totVel=sqrt(dVx^2+dVy^2)
if totVel>0
if dVx>=0 then float veldir =invtan(dVy/dVx)
if dVx<0 then float veldir = invtan(dVy/dVx)+180
// the impulse is the amount of transferred momentum. The impulse
can only be transferred along the point of contact.
float
impulse=(1+elasticity)*(M[a]*M[b])/(M[a]+M[b])*totVel*cos(veldir-
diffdir)
float VxfA=-impulse*cos(diffdir)/M[a]+Vx[a]
float VyfA=impulse*sin(diffdir)/M[a]+Vy[a]
float VxfB=impulse*cos(diffdir)/M[b]+Vx[b]
float VyfB=-impulse*sin(diffdir)/M[b]+Vy[b]


Vx[a]=VxfA
Vy[a]=VyfA
Vx[b]=VxfB
Vy[b]=VyfB
end if
float dX=(radius[a]+radius[b]-distance)/2*cos(diffdir)
float dY=-((radius[a]+radius[b]-distance)/2*sin(diffdir))


X[a]=X[a]-dX
Y[a]=Y[a]-dY
X[b]=X[b]+dX
Y[b]=Y[b]+dY
end if
end if
next b
next a
float totalEnergy=0,totalMomentumX=0,totalMomentumY=0
for a=0 to numOfBalls-1
totalEnergy=totalEnergy+M[a]*(Vx[a]^2+Vy[a]^2)/2 //calculate the
kinetic energy per ball, (1/2)*mass*velocity
totalMomentumX=totalMomentumX+M[a]*Vx[a] //momentum is mass*velocity
totalMomentumY=totalMomentumY+M[a]*Vy[a] //x momentum and y
momentum can be calculated separately
X[a]=X[a]+Vx[a]
Y[a]=Y[a]+Vy[a]
if X[a]>740 //768 field width - ball width
X[a]=740
Vx[a]=-abs(Vx[a])
else if X[a]<28
X[a]=28
Vx[a]=abs(Vx[a])
end if
if Y[a]>740 //768 field width - ball width
Y[a]=740
Vy[a]=-abs(Vy[a])
else if Y[a]<28
Y[a]=28
Vy[a]=abs(Vy[a])
end if
if a=control
set pen color blue //player controlled ball blue
else
set pen color yellow //other balls yellow
end if
fill oval X[a]-radius[a],Y[a]-radius[a] to
X[a]+radius[a],Y[a]+radius[a]
next a
draw frame
// Clear the screen for the next frame
int erase
for erase=0 to numOfBalls-1
set pen color white
fill oval X[erase]-radius[erase],Y[erase]-radius[erase] to
X[erase]+radius[erase],Y[erase]+radius[erase]
next erase
until pressed(12)


All help appreciated,

David JJ


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