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function u(t) {
} //
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u(t) is called 60 times per second. t: Elapsed time in seconds. S: Shorthand for Math.sin. C: Shorthand for Math.cos. T: Shorthand for Math.tan. R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5) c: A 1920x1080 canvas. x: A 2D context for that canvas.
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function u(t) {

}//
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  • u/pavel
    Had to make some visual sacrifices to get this #uncompressed
  • u/pavel
    I discovered p+=r*=d(p+=r);q+=s*=d(q+=s) as part of messing around with this. Why does it work?
  • u/pavel
    :)
  • u/KilledByAPixel
    Oh wow, nice! That's the code that updates the position, velocity and applies collision for x and y. It needs to call the d function to check its colliding and also set the block to 1 if it does. It needs to check x and y separately so it knows which side to bounce off
  • u/pavel
    Notice how d only takes one argument, and it ignores it.
  • u/KilledByAPixel
    I see what you did there. So many great tricks in this one.
  • u/pavel
    p+=r*=d(p+=r) the inner p+=r increments p and d ends runs with that value, however the outer p+= caches the old value of p so when d resolves the inner p+=r is silently ignored!
  • u/pavel
    #physics

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u(t) is called 60 times per second. t: elapsed time in seconds. c: A 1920x1080 canvas. x: A 2D context for that canvas. S: Math.sin C: Math.cos T: Math.tan R: Generates rgba-strings, ex.: R(255, 255, 255, 0.5)