Helicopter
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upthescale
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Posted: Sun Jun 18, 2006 6:59 pm Post subject: Helicopter |
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I want to make a Helicopter Game, but add more effects to it. Instead of clicking and having the copter going up and down, i want to add physics in the game. When I click, I want the copter to go up, but as it is giong up it will inrease in speed
Here is a poor ezxample:
code: |
setscreen ("offscreenonly")
var g, h, b : int := 0
var x, y : int := 100
loop
mousewhere (g, h, b)
cls
drawfilloval (x, y, 20, 20, 7)
y -= 3
if b = 1 then
y += 5
end if
delay (10)
View.Update
end loop
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Notice when you click, it just goes up, without any nice effects?
take a look at the helicopter game in flash, it has nice physics in it...How would i do this?
Thanks! |
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Bored
![](http://compsci.ca/v3/uploads/user_avatars/7678827054c0296ac1832b.gif)
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Posted: Sun Jun 18, 2006 7:06 pm Post subject: (No subject) |
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Very simply by having a variable for speed. then instead of having up alter thye position it would alter the speed. Then alter the position by the speed. |
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Mr. T
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Posted: Sun Jun 18, 2006 8:38 pm Post subject: Alex's Opinion |
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Take your knowledge of parabolas and apply it to Turing. |
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Martin
![](http://www.compsci.ca/wiki/images/4/46/CanadianStickUp.jpg)
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Posted: Sun Jun 18, 2006 9:10 pm Post subject: (No subject) |
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Remember the kinematics equations from physics class? You can make a simple model for the helicopter's roters using them.
The pilot of a simple helicopter has two things that he can control - the tilt of the rotors (determining the tilt of the helicopter) and the force that the rotors are applying (determining the speed of the helicopter).
So, first question: What are all of the forces acting upon the helicopter? The two main ones are gravity and the lift of the propellers (and air resistance if you want to add that). With this information, you can generate a simple model for the velocity of the helicopter by breaking these componants down into x and y componants.
In the y direction, you have gravity pulling down and the y componant of the helicopter's roters. In the x direction, you have the x componant of the rotors. |
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