when the player first uses the rope
-set angle to angle between player and rope source
-set angvel to 0
-set angvel to angvel + gravity * cos(angvel)
-set angle to angle + angvel
-set x position of player to x(rope source)+cos(angle)*length
-set y position of player to y(rope source)+sin(angle)*length
collision between player and a backdrop
-set angvel to angvel*-1
Right arrow pressed
-set angvel to angvel + player speed * sin(angvel)
Left arrow pressed
-set angvel to angvel - player speed * sin(angvel)
I should think that will work, i didn't try it, but mess it about and it should work at some point.
JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."
Ben mercer, you really make it sound easy. I've been working on a ninja rope for a couple of weeks and it sure is a bitch. Especially the collision part acutally, but I almost got it now.
BTW, it's actually
always -> set angvel to angvel - sin(angle)/length, the gravity variable is not needed since it's a constant. The rest is correct I think.
Oh, and if you're using TGF, Perttu Tuovinen, you might as well give up. Working with geometry in TGF plain stinks, the advanced math object is really buggy, and I don't think there are other objects that can do adv. math very well.
I'm telling you, it sucks using trig in TGF. Out of curiosity, I tried to reproduce my ninja rope engine in TGF. (And I finally found out how to get around those damn bugs in the adv. match object ). Link: http://www.megaupload.com/?d=VEOJJF9U, (wish I could remember the password my webspace T_T, you'll have to do it with megaupload). It's only the pendulum movement, if you want to work on it, go ahead. You'll notice the movement is a bit buggy, that's because TGF can't work with decimals.