Help with pseudo projectiles (once again)

so I’ve made progress and the way I’m planning to do it
is by using directional vectors along with a couple other things to create a point the it always in front of where the player is heading/moving
and that will be the origin point of where the projectile will launch from but keeping the actual projectile coordinates at 0,0 until it is fired using keybinds
and using velocity and rate of increase (I think are the correct things to use here)
I think I can make it go along a straight path from the origin point using directional vectors once more and resetting after a certain distance measured using a distance formula (maybe) from the launch origin to the projectile

but there is still a lot of things unplanned and possible things to debug which is why I’m posting here for backup i’ll post the blocks later lemme know if I can improve some more

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I did not comprehend what this means

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Oh yeah.
finally something interesting.

all I know is a2+b2=c2 :sob: I’m only 5 yrs.
(this is a joke twofuor dont ban pls)

yeah I’ma wait for this.

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It means making a point infront of the player to the direction they’re moving in and that’s the point the projectile is firing from.

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Ok now i understand…
But then wouldn’t the pseudo projectile only be fired in a straight line in the direction the player is facing?

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Nah, it’s relative to the last coordinate the player was in.

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imean, don’t all projectiles fire in a straight line…

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Except for uhh platformer. Then we need the projectile drop.

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When you realize that you can curve bullets. Joking, you can’t right?

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You could make a angle range where the projectile could curve I guess.

How would the projectile position be tracked?

  • property listing
  • Property refresh
  • Or variables
  • Or pseudo counter variables?
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do you mean like whether the player touches the projectile or not?
yeah im just gonna use a seperate(pretty sure i misspelled that) distance formula for that using player coordinates
as for how im moving the projectile im gonna try and put to use rate of increase but then again keeping it along the path of the player is gonna be brain hurting thing for me :] so that’s fun

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Acceleration of the projectile? Or something else I missed.

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also platformer I’m avoiding that’s a whole other story if we want projectile gravity physics

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You could use a global property that stores the future and current coordinates of the projectile and run checks and delete a line of data per refresh.

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something like that yeah
think of it like a line across a graph and that line will be pointed in the movement direction of the player and when it’s fired a dot will go along that line resetting at a certain distance

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Would touchscreen help? Since, on mobile, firing make you move so it would be about the same.

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yeah I was already on that
using delayed coordinates and reg coordinates

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mobile Im also avoiding touchscreen I’m not planning for

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Extra note: without free movement which free movement is not WASD all directions cannot be tracked.