topical media & game development
math
:
animation(s)
sine = opposite / hypotenuse [
03
]
cosine = adjacent / hypotenuse
tangent = opposite / adjacent
radians = degrees * Math.PI / 180
degrees = radians * 180 / Math.PI
rotation = Math.atan2(dy,dx) * 180 / Math.PI
distance = Math.sqrt(dx*dx + dy*dy);
(rotational) vx = speed * Math.cos(angle); [
05
]
(rotational) vy = speed * Math.sin(angle);
(rotational) ax = force * Math.cos(angle);
(rotational) ay = force * Math.sin(angle);
x1 = Math.cos(angle) * x - Math.sin(angle) * y; [
10
]
y1 = Math.cos(angle) * y + Math.sin(angle) * x;
distance = Math.sqrt(dx*dx + dy*dy + dz*dz); [
15
]
assumption(s)
-- dx = ms.X - spr.x; dy = ms.Y - spr.y;