Shooting-Game | Basic Shooting Game in C and OpenCV | Game Engine library
kandi X-RAY | Shooting-Game Summary
kandi X-RAY | Shooting-Game Summary
Basic Shooting Game in C++ and OpenCV
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QUESTION
When i try to do this code for some reason this part of it: (RX1 = random x 1, RY1 = random y 1)(the "+50 part is there because the width of the rectangle is 50)
...ANSWER
Answered 2020-Jul-24 at 15:31I think I've gotten the program to respond on a mouse click. The issue seems to be that your if statement that checks for the mouse click is outside of the draw function, which loops forever, so it never checks the if statement. I tried putting that if statement in a mousePressed function (which gets called on a mouse click regardless of where you are in the code), and it seems to work now (or at least it executes the code inside the if statement):
QUESTION
I am pretty new in Unity and I am building small games to learn.
I am currently building a shooting-game and I have a small problem (miscalculation).
Every time a player presses space key, I am creating new bullet (with RigidBody
) and changes its velocity.
I am trying to calculate where the bullet would land, but something is wrong in my calculation.
I am using the physics formula: dx = x0 + V0*t + 0.5*a*t^2
to calculate when the bullet would land and where.
This is what I have wrote so far:
...ANSWER
Answered 2018-Jul-18 at 00:06Don't do this manually. The only time you should manually do the calculation is when you have access to Unity's source code but an average Joe don't. Even if you get it working with your calculations the code can break anytime.
Unity 2017.1 introduced the Physics.Simulate
function and Physics.autoSimulation
property. Physics.autoSimulation
is used to disable physics then Physics.Simulate
is then called to manually simulate physics and return the position the Rigidbody object would be in the future.
Your landing point is at 0.15. First, disable physics with Physics.autoSimulation = false;
, Add force to your Rigidbody with velocity
or the AddForce
function. Put Physics.Simulate(Time.fixedDeltaTime);
in a loop and make it run continuously until you reach your landing spot or until pos.y < 0.15
becomes true
. After the while
loop exits, you should obtain the new position and store it in a temporary variable. You can now re-enable physics with Physics.autoSimulation = true;
and reset the transform.
It would also be helpful to implement a timeout so that when the projectile do not reach the landing-spot within the time provided then break out of the loop. This prevents possible infinite loop in your game.
Here is a struct
which holds the landing position, rotation and time result:
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git clone https://github.com/arnav-t/Shooting-Game.git
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