"So now I'm relearning trig so I can figure out this forum answer which three other advanced designers all agree was incredibly useful."
So saith I to my friend on gchat. I downloaded R0J0hound's capx and I understand the principle of capturing the inverse of the object's effective horizontal and vertical angles on impact, but just in case you guys can explain the math and variables faster than I can figure it out myself:
1) Why set the instance variables "vx" and "vy" to 100 times the cos(self.Angle)?
2) Is "dt" an established variable I should know about, and what is it?
3) How did you create the "move horizontally" and "move vertically" events? I don't see a condition for
Ball -> Set X to -> self.X + self.vx * dt
Thanks anyone who can help!