0
votes
2answers
99 views

very simple math destination and speed calculation

My player goes to (destinationX, destinationY) His position is: (x,y) and the player has an update event function update() { this.x = this.x + dx; this.y = this.y + dy; } what is the formula ...
2
votes
4answers
239 views

Using forces to reach a specific velocity

In my game, I currently move the player by directly setting its velocity on key press events. This makes the game feel very responsive and allows the user to quickly change direction. However, I ...
1
vote
1answer
349 views

In 2d game logic, should I use pixels or world coordinates?

Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed. For example Box2D requires you to use ...
1
vote
1answer
123 views

Increase restitution (bounciness) of an object in a JavaScript formula

I'm going slightly around the houses on this one. I originally started a thread over on Stack Overflow about it but then it seemed to diverge into mathematics, with no joy from the SO community over ...
2
votes
2answers
758 views

Non-physics character movement in a Box2d Environment

I am in the process of creating a physics platformer. However, I want the player movement to feel very old-school(as in: non-physics like), which means that the character: Should always move equally ...
7
votes
2answers
1k views

How could you create climbing movement in a 2D platformer?

Basically what I want to do is have a playable character that is able to "walk" on an organic surface at any angle, including sideways and upside-down. By "organic" I mean I want my levels to have ...
10
votes
4answers
782 views

Player moving up, is he jumping or climbing?

In a 2D physics-based platformer game that has ladders in it, how do you determine whether the player moving up is caused by a jump or him climbing a ladder, such that you know what animation to play? ...
2
votes
3answers
2k views

Car movement in arcade racing game

I am finishing a very basic 2D racing game with top-down perspective. I can't get the appropriate formulas to make the movement of the cars fun and addictive... Do you have tips on how to achieve that ...