Hi guys... i was wondering if you could lend me some of you wisdom in the fiel of mathematics and C2

im looking for a bullet that will travel in a parabolic way (like castlevania's skeletons)... and hit the player, but not ramdom, but with precision (see the picture attached) i can make a parabolic bullet but i cant do it that it will always fall where the players is... so if he does not moves it will hit him.

how do you do it??? 0:

another thing if its possible to implement this to make enemies jump in a parabolic trajectory and fall in the player... that would be awesome...

Awesome example, mod speed mode is so close to what i need as the flight time seems to remain the same no matter how far away i click from the cannon. Changing the angle (to Mouse.Y-400 rather than -200, for example) alters the flight time, is there a way i can have fixed flight time regardless of the angle? I'd like to have 3 projectiles that have different angle but same flight time so they all hit the target at the same time.

Having a fixed flight time and having a different launch angle isn't physically accurate since it requires each cannonball to have a different gravity.

Do do a launch here are the formulas. "angle" is the launch angle and t is the flight time. You'll need to change event 5 to use ball.gravity instead of gravity in the equations.

ball set vx to (x_target-x_start) /t

ball set vy to ball.vx*tan(angle)

ball set gravity to 2*(y_target-y_start-ball.vy*t)/t^2

Can this be done without using gravity then? Like a formula to follow an arc from point A to point B, with a specific angle and flight time? There has to be a way...

It can be done by modifying the capx with the info from my last post, or you could setup a function to do a Quadratic Bezier Curve, which is like lerp but you can do this: