How do I determine speed when dealing with angular movement with physics

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  • I'm trying to do a pong type game with a ball bouncing around and make it move faster over time but i need to throttle it at some point.. to do this it seems like there has to be a way to determine it's directional speed at any given angle..

    Then once we know what the speed is, figure out how to insure it doesn't go over a certain speed otherwise it just gets infinitely faster. It would seem like it should be fairly easy but I've found it to be very elusive to get something to work.



  • speed = distance(0, 0, Sprite.Physics.velocityX, Sprite.Physics.velocityY)

  • that's awesome I'm going to tackle this soon! I can't wait to try it out.



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  • ok that worked like a charm! very useful. the only other question i have for speed is how could you then throttle the speed to not keep getting faster.. as you can imagine in a zero gravity game any bounce gets faster and faster. trying to keep it in check. some kind of max speed.

  • You can change velocity with events too. For example, if overall speed is N times greater than maximum speed, set velocity X component to Self.Physics.VelocityX/N, and Y component to Self.Physics.VelocityY/N

  • very interesting. that does make sense, although I'd not have guessed that myself.

    I'm going to see if i can apply that today. You're the best! :)



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