Hey everyone. I've been looking everywhere for tutorials and they seem rare, even for code, never mind construct!
I'm looking to prototype a simple space shooter type movement, something like Asteroids, Thrust etc. I've gotten a basic setup done with custom movement, and I think I understand how that particular object works... but I'm trying to implement the correct physics, using events and avoiding using many of the built in behaviours. This is only because I prefer to know what's going on and don't like the idea of something changing in another version and breaking everything
So I suppose what I'm stuck on is how to implement the movement of a single sprite... I want to use vectors maths but I'm unsure what the correct way to implement them would be. I assume you should set up separate private variables like XPostion, YPosition, Angle... is there any advantage to making a few vector functions (dot product, cross product etc) or can Construct do all this anyway? (I've not been through every single event yet so I might be mistaken)...
Also I'm a bit confused about the way angles are implemented, with 0 being right rather than up like I was used to. Will this cause problems when calculating rotations and inertia and all that? Furthermore it all has to work with delta time, have acceleration/deceleration for rotation as well as the same for movement itself.
Any ideas would be helpful, it's been a while since I've looked at any maths in detail