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Gideros get acceleration
Gideros get acceleration





gideros get acceleration
  1. #Gideros get acceleration update#
  2. #Gideros get acceleration code#
gideros get acceleration

Conceptually, it works like this: unsigned long newTime = millis() Then you can integrate the acceleration to get speed. long accel = 0 Īt regular intervals you read the instantaneous acceleration and the elapsed time since the previous reading. You must start by knowing the initial displacement, speed and time.

#Gideros get acceleration code#

In fact I would recommend you get the hang of classes and TexturePacks quickly because later you will use them pretty much exclusively.I'm sharing to clear my doubt and to ask if there are some things I missed out on the research.Īlthough those equations can look a bit daunting, in practice the code to implement them is almost trivial. I'm sure you will learn about those soon.

gideros get acceleration

The example could be optimized further by using TexturePacks and classes which are also really fantastic. Things like this will become more apparent as you become more familiar with Gideros.

gideros get acceleration

This improves performance because you won't be creating bitmap objects endlessly (pun intended). You will notice in the example that we make as many bitmaps as required and then change their graphics using TextureRegions. Stage:addEventListener (Event.ENTER_FRAME, onEnterFrame ) ScrollBlocks ( ) end - kick everything offīlockCount = floor (application:getContentWidth ( ) / TILE_WIDTH ) + 3 - how many blocks there will be (+3 for scrolling purposes)

#Gideros get acceleration update#

X = x + blockCount * TILE_WIDTH - reposition current block off screen to right if random ( ) < 0.5 then - choose a new random graphic for the blockīlock:setTextureRegion (regions ) elseīlock:setTextureRegion (regions ) end endīlock:setX (x ) - update blocks position end end - call every frame local function onEnterFrame (e ) local dt = e.deltaTime X + = TILE_WIDTH - determine where the next block will be placed end end - scroll and reset blocks local function scrollBlocks ( ) for i = 1, blockCount do local block = blocks:getChildAt (i ) - next block to scroll local x = block:getX ( ) - scrollSpeed - scroll block if x <= -TILE_WIDTH then - block exited leftĭistance + = 1 - increment distance travelled Insert (regions, TextureRegion.new (texture, 0, 0, TILE_WIDTH, texture:getHeight ( ) ) ) end - create blockCount blocks local function createBlocks ( ) local x = -TILE_WIDTHįor i = 1, blockCount do local region = regions - get a random graphic local block = Bitmap.new (region ) - create the blockīlock:setPosition (x, groundLevel ) - set the blocks positionīlocks:addChild (block ) - attach block to container Texture = Texture.new ( "block2.png", true ) Insert (regions, TextureRegion.new (texture, 0, 0, TILE_WIDTH, texture:getHeight ( ) ) ) - our textureregion TILE_WIDTH = texture:getWidth ( ) - we will use this a lot so save it now Local groundLevel = 300 local scrollSpeed = 1 local distance = 0 - distance travelled local blocks = Sprite.new ( ) - a container to hold our blocks local regions = - table to hold TextureRegions - create TextureRegions local function createRegions ( ) local insert = table.insert local texture = Texture.new ( "block1.png", true ) - our texture Local floor, random = math.floor, math.randomĪpplication:setBackgroundColor (0x4186f4 ) local TILE_WIDTH, blockCount







Gideros get acceleration