Difference between revisions of "User:Etho/Physics Engine"
From Worms Knowledge Base
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Fall Damage = 158 pixels - 16 pixels = 142 pixels | Fall Damage = 158 pixels - 16 pixels = 142 pixels | ||
− | worm rect = | + | worm rect = 9x16 |
A worm's collision mask looks like this: | A worm's collision mask looks like this: | ||
Latest revision as of 10:13, 2 February 2012
x = x0 + vx0*t + w*t*(t+1)/2 y = y0 + vy0*t + g*t*(t+1)/2 vx = vx0 + w*t vy = vy0 + g*t
Where
- t = time in ticks, a.k.a. frames (50ths of a second)
- x = horizontal position (pixels)
- y = vertical position (pixels)
- x0 = initial horizontal position (pixels)
- y0 = initial vertical position (pixels)
- vx = horizontal speed (pixels per tick)
- vy = vertical speed (pixels per tick)
- vx0 = initial horizontal speed (pixels per tick)
- vy0 = initial vertical speed (pixels per tick)
- w = wind (pixels per tick per tick)
- g = gravity (pixels per tick per tick)
And g=0.24. For a worm of course, w=0.
ProvX = ((iPosX(X)) + (VeloX(X) / 1000) * Tick(X) + ((WindSpeed / 1000) * (Wind(X) / 100)) * Tick(X) * (Tick(X) + 1) / 2)
ProvY = ((iPosY(X)) + (VeloY(X) / 1000) * Tick(X) + (Gravity / 1000) * Tick(X) * (Tick(X) + 1) / 2)
- Add gravity to vertical speed.
- Add wind to horizontal speed.
- Add horizontal speed to provisional X coordinate.
- Add vertical speed to provisional Y coordinate.
- Check for collisions between last coordinates and provisional coordinates; if there's a collision, handle it. Otherwise, move to provisional coordinates.
- Start again for the next frame.
- FPS = 50/sec
- standard gravity = 0.24
- standard friction = 0.96
- low gravity friction = 0.99
friction multiplies a number every frame until the number becomes small enough
- max pixel climb walking = 14 pixels
- max pixel decline walking = 13 pixels
- max pixel climb sliding = 1 pixel
- color key = 0
- forward jump
- max speed = 32 pixels/frame
Screen Width = 6012
2046 - 1920 - 2046
Vertical Distance of a 90 degree bazooka = 1200 pixels (aprox); velocity = -24.12
Wormmask = SpriteX + 25, SpriteY + 21
Forward Jump = 45 - 16 = 29; velocity = sin(60) * 4.5 At 0/0. horizontal change = 70 pixels, = +/-2.25 Backwards Jump = 54 - 16 = 38; velocity = sin(80) * 4.5 At 0/0. horizontal change = 28 pixels, = +/-0.7814167995 Straight Jump = 55 - 16 = 39; velocity => -4.446... < 4.502... At 0/0. horizontal change = 0 pixels, = 0 Backflip Jump = 87 - 16 = 71; velocity => -5.9583... < 6.000 sin(85)*6? At 0/0, horizontal change = 21 pixels; = +/- 0.434
X = 0.42413
Y = -5.98799
it starts with 90-3.6 degrees (86.4 degrees) with magnitude 4.5 then multiplies X by 3/2 and Y by 4/3
Walking Frame Rate = 50 / 3 (3 cycles per second)
+0.50 no motion +0.50 +0.50 +0.50 +0.50 +1.50 +1.75 +1.50 +1.25 skip here and avoid the slower phase: +0.25 no motion +0.25 +0.25 +0.25 no motion no motion no motion
repeat - but not quite; "no motion" frames shift and the period of true repetition is 50 frames travelling 27 pixels
The optimum skipwalk cycle is actually 4.545 per second, because it has a period of 11 frames = 11/50 second.
Fall Damage = 158 pixels - 16 pixels = 142 pixels
worm rect = 9x16
A worm's collision mask looks like this:
XXXXXXX XXXXXXX XXXXXXX XXXXXXX XXXXXXXXX XXXXXXXXX XXXXXXXXX XXXXXXXXX XXXXXXXXX XXXXXXXXX XXXXXXX XXXXXXX XXXXXXX XXXXX XXXXX XXXXX