Posted By
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Message
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Vaynes
Registered 27/01/2005
Points 15
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2nd March, 2005 at 07:02:29 -
I'm trying to use pythagoras to calculate the distance travelled between my sprite and the active object i'm using to point where i want it to go, then take this value of the calculation from an alterable value.
i'm using an .ini file to save the calculation result then subtract the value of the .ini file from Alt val B. When alt val B = 0 the group should deactivate.
Can any one help me with this or suggest a better way to do it.
Its for time units (as in X-COM), turn based movement.
Ever bitten off more than you can chew?
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clwe
Registered 17/12/2002
Points 702
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2nd March, 2005 at 08:16:31 -
Well...if you're looking for the actual distance calculation, then it would be like this:
(X distance between objects, by the power of 2) plus (Y distance between objects, by the power of 2). Square root the result, and you have the distance.
I wouldn't recommend using an ini file, though. MMF allows for decimal numbers already, and if you're stuck with TGF, you can use the Advanced Math object to move the decimal offset (giving you a fairly accurate result as a large integer).
n/a
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Vaynes
Registered 27/01/2005
Points 15
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2nd March, 2005 at 08:30:31 -
thx
so I would just have to set the formula to subtract from the alterable value.
sounds too simple
Ever bitten off more than you can chew?
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Vaynes
Registered 27/01/2005
Points 15
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2nd March, 2005 at 13:06:22 -
this isn't working as it should. try a different way.
Does anyone know of a way to create a board game style movement, like in chess the pieces will only have a set amount they can move?
Ever bitten off more than you can chew?
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RapidFlash Savior of the Universe
Registered 14/05/2002
Points 2712
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2nd March, 2005 at 22:55:40 -
Well, you could do something like:
Upon Pressing Left Arrow Key --> Set Alterable Value A to 32
Alterable Value A > 0 --> Set X Position to X Position("current object") + 1
Subtract 1 from Alterable Value A
http://www.klik-me.com
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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3rd March, 2005 at 20:21:33 -
if you actually make the movement grid based (like in xcom and virtually all other turn-based stratgey games), you could store all the map info in an array and use the grid or pathfinding extensions to do most of the hard work for you. this would make it much easier to load maps. the grid extension supports "weights" so you could make movement slower over a particular terrain.
n/a
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