atari2600land, on Thu Nov 13, 2008 5:06 AM, said:
I'll hope to be able to post an update soon. Next updates will be real 51x21 (or whatever size) checkerboard, collision detection, brakes and deaccelleration. While doing this I hope my subconscious figures out how to map the opponent player on the checkerboard
What do you guys think of the following?:
Now I use a velocityX and veloctyY component for indicating speed/direction. Should I use an angle and a speed component indicating speed/direction? That would make more sense because I can freely adjust the speed (for like deaccalleration of players/ball) without affecting the direction.
With the velocityX,velocityY method, the maximum speed will be achieved when going in diagonal direction, which is strange. It would be something like 256 x √2
















