In some games, it is really helpful to show the trajectory of objects before they are launched. In this tutorial, we will learn how to do this with the help of mathematics and physics.
In the first part of this tutorial we have learned some basics about vectors in 2d and logic of simulating radial gravity. Now it is time to put what we have learned into practice.
When i played angry birds space first time, i really loved the concept. I didn’t think about how Rovio made it because i knew they used physics engine for it and i really didn’t know much things about using physics engines. Today i still don’t know much 🙂 so i challenged myself to simulate radial gravity without using any physics engine. Aaand challenge accepted.
While i was doing some experiments with bitmap masking, i had an idea. Could i create an effect that make an image look like it is in the water? After some work, i got pretty satisfying result with some basic bitmap masks. In this tutorial i will show you my way and i am sure you can get better results by trying with different masks.
In the first part of this tutorial we’ve learned how to move an object like a lunar lander. Now we will add some simple visual effects to make our lunar lander more eye-catching.
If you have read my previous tutorial How to jump a game character realistically without using physics engine in Corona SDK then you will see in this post we will use the same concept but will take it to the next level. If you haven’t read, it is not a problem you don’t have to.
Jumping is one of the main movements that you can’t think of a game character without it. Although it is very easy to write a basic jumping code sometimes you want your characters to jump more realistically. In this post i will write how you can do this without adding physics. If you need physics engine just for jumping then this post is absolutely for you.