what would be the most efficient way to create short parabolic bounce after actor collision?
grantlumpkin
Member Posts: 1
Hi, all. i am in need of some help. i am working on a bounce/juggling based game and ive hit a snag trying to determine the better way to bounce an actor into the air repeatedly. i am currently using velocity for the direction and gravity to pull back down to the controlled actor. 2:55 - 3:10 is a good example of what i am trying to accomplish. any help is very appreciated.
Answers
Constrain Y position to: A*abs(sin( self.Time *B))+C
or . . .
Constrain Y position to: A*sin(( self.Time *B)%180)+C
(and a few other ways too).
A = range of bounce
B = speed of bounce
C = centre of range of bounce