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
