projectile

Unity - Projectile Motion, find the angle needed to hit coordinates x,y

我是研究僧i 提交于 2021-02-11 15:48:32
问题 Plenty of questions asked around the same topic, but nothing seems to be working for me. The problem is simple, a player and an enemy are on the x,y plane. I want to launch my projectile at a calculated angle in such way that the projectile will hit the enemy at it's coordinates. I've tried implementing both Angle of Reach and Angle required to hit x,y Both of these implementation end up doing the same for me; Shooting but not hitting the target in this manner Any help or pointers would be

Find an angle to launch the projectile at to reach a specific point

ぐ巨炮叔叔 提交于 2021-01-29 10:32:15
问题 So, Dani in his slightly new video -> "Making a Game, But I Only Have 3 Days" (https://youtu.be/S7Dl6ATRK2M) made a enemy which has a bow and arrow (at 5:39). I tried to recreate that but had no luck... I also can't find the website that he used... Today I found this https://physics.stackexchange.com/questions/56265/how-to-get-the-angle-needed-for-a-projectile-to-pass-through-a-given-point-for-t. It worked very well but still had problems if the target was far away and also it wasn't as

Need help making a sphere move in parabola as part of a projectile simulator?

社会主义新天地 提交于 2021-01-29 08:17:17
问题 Hi I'm currently working on a school computer science project for which I have decided to make a simple projectile simulator, where the user just provides the initial launch speed, the launch angle, and gravity. So far I've tried to make a script that uses these values to calculate a trajectory pattern and change the y and z position of a sphere across a plane over time. public class SphereJump : MonoBehaviour{ public float gravity = 9.8f; public float InitialSpeed = 10.0f; public float

Setting flycheck-clang-include-path in .dir-locals using projectile

孤者浪人 提交于 2021-01-27 19:47:38
问题 Trying to set flycheck-clang-include-path without the need to include the full path of the project include directories using projectile, but I get errors... So this works: ((nil . ( (company-clang-arguments . ( "/home/user/Downloads/project/headers" "/home/user/Downloads/project/source/mon" )) (flycheck-clang-include-path . ( "/home/user/Downloads/project/headers" "/home/user/Downloads/project/source/mon" )) ))) But this does not: ((nil . ( (company-clang-arguments . ( (concat "-I"

SpriteKit GameScene function won't add SKSpriteNode after being called by button

假如想象 提交于 2019-12-25 06:04:01
问题 I checked that the fireLaser() function is called as it can be accessed and print out to console but the laser is never added to the scene. If I copy and paste the code in the fireLaser() function it works in the didMoveToView() function. let character = SKSpriteNode(imageNamed: "monkey") let laser = SKSpriteNode(imageNamed: "bullet_yellow") override func didMoveToView(view: SKView) { var background : SKSpriteNode = SKSpriteNode (imageNamed: "space.png") background.position = CGPointMake(self

SpriteKit GameScene function won't add SKSpriteNode after being called by button

僤鯓⒐⒋嵵緔 提交于 2019-12-25 06:02:10
问题 I checked that the fireLaser() function is called as it can be accessed and print out to console but the laser is never added to the scene. If I copy and paste the code in the fireLaser() function it works in the didMoveToView() function. let character = SKSpriteNode(imageNamed: "monkey") let laser = SKSpriteNode(imageNamed: "bullet_yellow") override func didMoveToView(view: SKView) { var background : SKSpriteNode = SKSpriteNode (imageNamed: "space.png") background.position = CGPointMake(self

SpriteKit GameScene function won't add SKSpriteNode after being called by button

让人想犯罪 __ 提交于 2019-12-25 06:01:11
问题 I checked that the fireLaser() function is called as it can be accessed and print out to console but the laser is never added to the scene. If I copy and paste the code in the fireLaser() function it works in the didMoveToView() function. let character = SKSpriteNode(imageNamed: "monkey") let laser = SKSpriteNode(imageNamed: "bullet_yellow") override func didMoveToView(view: SKView) { var background : SKSpriteNode = SKSpriteNode (imageNamed: "space.png") background.position = CGPointMake(self

Need to draw projectile motion of a thrown ball

时间秒杀一切 提交于 2019-12-24 07:50:38
问题 So I'm writing a code that allows a user to throw an imaginary object at an initial angle and speed to see if they can come close to hitting a ball (that is positioned based on user input). However, I'm having trouble drawing the curve of the users inputted angle and speed of the imaginary object. I've used a mathematical formula to calculate the total time and range of said object. That is: 𝑟𝑎𝑛𝑔𝑒= 𝑣02sin⁡(2𝜃𝜋/180)𝑔 𝑡𝑜𝑡𝑎𝑙 𝑡𝑖𝑚𝑒= 2𝑣0sin⁡(𝜃𝜋/180)𝑔 I've already tried attempting to put range and