because something like this would (imho) be better.Nixola wrote:Why multiply? Just add them
Code: Select all
local x, y = Player:getVelocity()
Player:fireWeapon(1 --[[(weapon id)]]--, x*1.2, y*1.2)
because something like this would (imho) be better.Nixola wrote:Why multiply? Just add them
Code: Select all
local x, y = Player:getVelocity()
Player:fireWeapon(1 --[[(weapon id)]]--, x*1.2, y*1.2)
Everybody has their own opinion. I agree with Nixola that adding makes way more sense. Especially with the 1.2 number suggested; it puts too much of the weight onto the speed of the avatar. What if, later, he implemented acceleration rather than a fixed speed? When the player starts moving the arrows will go from dropping at his feet and as his speed increases start arcing higher into the sky when really they should have some fixed distance with the additional velocity of the avatar.qaisjp wrote:because something like this would (imho) be better.Nixola wrote:Why multiply? Just add themCode: Select all
local x, y = Player:getVelocity() Player:fireWeapon(1 --[[(weapon id)]]--, x*1.2, y*1.2)
Awww. Need a hug?paritybit wrote:(you know, people in their late 30's can't play video games)
Exactly. Additive is how it works in the real world anyway.paritybit wrote:Everybody has their own opinion. I agree with Nixola that adding makes way more sense. Especially with the 1.2 number suggested; it puts too much of the weight onto the speed of the avatar. What if, later, he implemented acceleration rather than a fixed speed? When the player starts moving the arrows will go from dropping at his feet and as his speed increases start arcing higher into the sky when really they should have some fixed distance with the additional velocity of the avatar.
Maybe he could implement that as a powerup?Robin wrote: Awww. Need a hug?
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