topical media & game development

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math -- animation 08

math(s) / tutorial(s)

easing(s)



  dx = targetX - sprite.x;
  dy = targetY - sprite.y;
  vx = dx * easing;
  vy = dy * easing;
  sprite.x += vx;
  sprite.y += vy;
  

spring(s)



  ax = (targetX - sprite.x) * spring;
  ay = (targetY - sprite.y) * spring;
  vx += ax;
  vy += ay;
  vx *= friction;
  vy *= friction;
  sprite.x += vx;
  sprite.y += vy;
  

offset(s)



  dx = sprite.x - fixedX;
  dy = sprite.y - fixedY;
  angle = Math.atan2(dy,dx);
  targetX = fixedX + Math.cos(angle) * springLength;
  targetY = fixedY + Math.sin(angle) * springLength;
  // spring to target
  


(C) Æliens 04/09/2009

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