Game Development Reference
In-Depth Information
Create a new rule named ''Touch.'' The condition will be ''Actor receives
event''''touch'' is ''pressed.'' This will detect that the actor is touched.
Drag and drop a Constrain Attribute into the rule and
changeProjectile.Position.X to game.InitialProjectX + min(game.MaxPower,
magnitude( game.Mouse.Position.X - game.InitialProjectX,
game.Mouse.Position.Y -- game.InitialProjectY) * cos(
vectorToAngle(game.Mouse.Position.X - game.InitialProjectX,
game.Mouse.Position.Y -- game.InitialProjectY)).
Going back to Figure 6-11,
X2 is Projectile.Position.X
X1 is game.InitialProjectX
c is
min(game.MaxPower,magnitude(game.Mouse.Position.X -
game.InitialProjectX, game.Mouse.Position.Y --
game.InitialProjectY))
alpha is vectorToAngle(game.Mouse.Position.X -
game.InitialProjectX, game.Mouse.Position.Y --
game.InitialProjectY)
Drag and drop a Constrain Attribute into the rule and change
Projectile.Position.Y to game.InitialProjectY + min(game.MaxPower ,
magnitude(game.Mouse.Position.X - game.InitialProjectX,
game.Mouse.Position.Y -- game.InitialProjectY) *
sin(vectorToAngle(game.Mouse.Position.X - game.InitialProjectX,
game.Mouse.Position.Y -- game.InitialProjectY)).
Going back to Figure 6-11,
Y2 is Projectile.Position.Y
Y1 is game.InitialProjectY
c is
min(game.MaxPower,magnitude(game.Mouse.Position.X -
game.InitialProjectX, game.Mouse.Position.Y --
game.InitialProjectY))
alpha is vectorToAngle(game.Mouse.Position.X -
game.InitialProjectX, game.Mouse.Position.Y --
game.InitialProjectY
The rule is shown in Figure 6-12.
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