I'm working on a offroad racing/terrain game sort of thing, I've done the level editor and made the levels physical. But when I added the 'car' it didn't want to rotate when going up slopes, it just stayed level, is there something i have to do to allow bodies to rotate? Even if I manually do it with setSpin it does nothing.
Attached is what I am talking about.
My shapes aren't rotating?
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My shapes aren't rotating?
- Attachments
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- Roller.love
- (69.21 KiB) Downloaded 256 times
Re: My shapes aren't rotating?
Forgot to mention the game will start in the level editor you press 1 for straight 3 for slope up and 2 for slope down
Also press enter to toggle the level editor and load the car.
Also press enter to toggle the level editor and load the car.
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Re: My shapes aren't rotating?
It does rotate here (when done manually), I've also added a collision function and added basic turn data.
However as you can see, it does turn, but way too much.
But as I haven't actually used the physics engine myself it's all I can do now.
It should be enough to get you started.
Hope it helps.
However as you can see, it does turn, but way too much.
But as I haven't actually used the physics engine myself it's all I can do now.
It should be enough to get you started.
Hope it helps.
- Attachments
-
- Roller2.love
- (69.27 KiB) Downloaded 258 times
Re: My shapes aren't rotating?
Thanks for your help but I found out what was causing it, turned out an object needs a certain amount of mass to rotate
Here is a beta of the driving game I'm working on
At the moment the transitions are a little funny.
Which brings me onto a new question to all you mathematicians out there!
In this image the yellow box is the cars body.
The 2 red circles are the wheels and the red crosses are where I want the wheels to be. I need to find the position of those 2 red crosses.
That is the code for creating the player. When a transition to the next slide happens. the thing is when yo set the angle to other than 0 the wheels dont follow they are positioned as if the body was at angle 0. I really need help with this I don't know enough about trig/vector math to get my head round it
Thanks.
Here is a beta of the driving game I'm working on
At the moment the transitions are a little funny.
Which brings me onto a new question to all you mathematicians out there!
In this image the yellow box is the cars body.
The 2 red circles are the wheels and the red crosses are where I want the wheels to be. I need to find the position of those 2 red crosses.
Code: Select all
function createplayer(velx, vely, x, y, ang)
clearplayer()
if not ply.car_bod then
ply.car_bod = phys.newBody(world, x, y, 500)
else
ply.car_bod:setPosition(x,y)
end
ply.wheeldiam = 30
ply.wheelimg = love.graphics.newImage("images/wheel.png")
ply.whl1_bod = phys.newBody(world, x + 50, y, 300)
ply.whl2_bod = phys.newBody(world, x - 50, y, 300)
ply.whl1 = phys.newCircleShape(ply.whl1_bod, ply.wheeldiam)
ply.whl2 = phys.newCircleShape(ply.whl2_bod, ply.wheeldiam)
ply.whl1_bod:setAngularDamping( 2 )
ply.whl2_bod:setAngularDamping( 2 )
ply.whl1_bod:setMassFromShapes()
ply.whl2_bod:setMassFromShapes()
ply.car_rect = phys.newRectangleShape(ply.car_bod,0,0, 150, 10)
ply.car_bod:setAngle(ang)
--ply.car_rect2 = phys.newRectangleShape(ply.car_bod,0,-30, 40, 50,00)
ply.car_bod:setMassFromShapes()
ply.jnt1 = phys.newRevoluteJoint( ply.whl1_bod, ply.car_bod, ply.whl1_bod:getX(),ply.whl1_bod:getY() )
ply.jnt2 = phys.newRevoluteJoint( ply.whl2_bod, ply.car_bod, ply.whl2_bod:getX(),ply.whl2_bod:getY() )
ply.whl1:setFriction( 2 )
ply.whl2:setFriction( 2 )
ply.car_bod:setVelocity(velx, vely)
end
Thanks.
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