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    Pinball nearly

    Work In Progress
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    • waldron
      waldron F last edited by

      Big thanks to Martin just ball physics to go

      1 Reply Last reply Reply Quote 2
      • DomDom
        DomDom F last edited by DomDom

        Those flippers look like they are pivoting about the wrong point. That ought to be easy to fix.

        waldron 1 Reply Last reply Reply Quote 1
        • waldron
          waldron F @DomDom last edited by

          @DomDom I'm sure there is but il just hide that part and redesign the flippers unless it is an easy fix but not a problem

          1 Reply Last reply Reply Quote 0
          • DomDom
            DomDom F last edited by

            Well that counts as an easy fix. Good job anyhow.

            1 Reply Last reply Reply Quote 1
            • Martin
              Martin Fuze Team last edited by Martin

              Something like

              // Right flipper ( / 2 becuase it appears to be how much you are going to add to the existing origin which is in the middle by default)
              setSpriteOrigin(flipperR, getSpriteImageSize(flipperR).x / 2, getSpriteImageSize(flipperR).y / 2)
              if controls(0).right then
                  setSpriteRotation(flipperR, 45)
              else
                  setSpriteRotation(flipperR, 0)
              endif
              // Set back to the centre so it prints in the right place
              setSpriteOrigin(flipperR, 0, 0)
              

              NOTE: Something LIKE. May not be exact. Also probably not best practice to use controls(0) and the sprite functions directly like that but it saves typing. Which I've since used up by explaining it !!

              waldron 2 Replies Last reply Reply Quote 1
              • waldron
                waldron F @Martin last edited by

                @Martin il give it a blast thanks again

                1 Reply Last reply Reply Quote 0
                • waldron
                  waldron F @Martin last edited by

                  @Martin said in Pinball nearly:

                  setSpriteOrigin(flipperR, 0, 0)

                  yep that did it, changed the 2 to a 3 perfect and no dodgy fix

                  1 Reply Last reply Reply Quote 1
                  • Martin
                    Martin Fuze Team last edited by Martin

                    Ah yeah, sorry the /2 was assuming that it was a perfect square which we know it's not

                    1 Reply Last reply Reply Quote 1
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