View Full Version : sees saw
rahul_7star
January 5th, 2008, 12:37 PM
hi
well m having my player who moves on see saw , but is hitTest is gud for using collision test
as i need an effective collision , can ny body help me 4 an effective collsion test or i should stick to same hit Test
ArmoredSandwich
January 6th, 2008, 08:56 AM
hi
well m having my player who moves on see saw , but is hitTest is gud for using collision test
as i need an effective collision , can ny body help me 4 an effective collsion test or i should stick to same hit Test
please retry in English :S
Mr beef
January 6th, 2008, 05:09 PM
I'm not sure if English is your first language or your just using chat speak, but I'm certain we discussed this in a thread here. So go check that out before making a new thread. And in future if you want help then we have to at least read it...
Sirisian
January 6th, 2008, 05:22 PM
Translation:
Hello. I want to have a character that moves left and right on a see-saw aka teeter totter (or a lever on a fulcrum). Can the native HitTest function be used to create an accurate simulation of this?
Actually you can solve the equations for this.
Imagine a line and a fulcrum point. The character is merely moving back and forth on the line and is translated up. You can use this to solve for the the lowest point a character can be currently based on its X position. As long as you don't allow the see-saw to rotate more than +/- 90 degrees you're fine. Take your time and form the equations and try it yourself. If you stumble and need help post a follow up.
Off-Topic:
Try not to use AOL speak (such as 'u' for you and '4' for for and such). It's unprofessional and won't get a good response.
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