Tracking Rotations Higher Than 360
by Daniel Balmert · in Torque Game Builder · 05/21/2010 (12:48 am) · 3 replies
I'm having trouble counting the number of times my little player has done complete flips in the air. Every time he completes a rotation, his rotation zeroes out and it counts back up from 0 degrees. Is there an easy way to track the number of revolutions a sprite has made with script?
For reference, I'm using setAngularVelocity to trigger his spin.
For reference, I'm using setAngularVelocity to trigger his spin.
#2
Is there some way to gather partial segments of time elapsed? Or can I get time elapsed since a button press?
EDIT-
also, certain effects will change your rotation speed in mid jump. Oy.. this is sounding like not a great mechanic to code
05/21/2010 (1:10 am)
Yes, but in my game, you can hold the "flip" button to continue flipping or let go to stop flipping. I can't always guarantee they'll hold it down the exact amount of time needed for a flip.Is there some way to gather partial segments of time elapsed? Or can I get time elapsed since a button press?
EDIT-
also, certain effects will change your rotation speed in mid jump. Oy.. this is sounding like not a great mechanic to code
#3
if one rotation equals one second and the button is held for 3.8 seconds, then the player has flipped 3.8 times.
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05/21/2010 (2:00 am)
take the time the button is held.if one rotation equals one second and the button is held for 3.8 seconds, then the player has flipped 3.8 times.
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Employee Melv May
Say:
36 deg/sec over 10 sec means 36*10 = 360 deg = 1 revolution.