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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