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- FoxxitatorIGuess
-
Scratcher
7 posts
Making Bullets turn with their x speed and y speed
I have these bullets that are affected by gravity, and since I don't know I wanted to ask here.
How would I make these bullets turn based on their trajectory? Having them stay the same direction they started looks odd.
How would I make these bullets turn based on their trajectory? Having them stay the same direction they started looks odd.
- mip67
-
Scratcher
68 posts
Making Bullets turn with their x speed and y speed
what do you mean trajectory? if you mean the x and y speeds you could use an equation using
(x position)and
(y position)to get a new
(direction)
Last edited by mip67 (Oct. 6, 2022 19:25:26)
- FoxxitatorIGuess
-
Scratcher
7 posts
Making Bullets turn with their x speed and y speed
It's a bit difficult to explain since I'm not sure about what kind of terms to use but basically,


Unfortunately I'm not experienced enough in math to know how to do that.


Unfortunately I'm not experienced enough in math to know how to do that.
- FoxxitatorIGuess
-
Scratcher
7 posts
Making Bullets turn with their x speed and y speed
what do you mean trajectory? if you mean the x and y speeds you could use an equation using(x position)and(y position)to get a new(direction)
It's a bit difficult to explain since I'm not sure about what kind of terms to use but basically,


Unfortunately I'm not experienced enough in math to know how to do that.
(sorry for repost, forgot you could quote things and don't know how to delete messages)
- Jareddddddd
-
Scratcher
1000+ posts
Making Bullets turn with their x speed and y speed
hi, theres an equation for this, provided you have an X and Y velocity variable.
point in direction (([atan v] of ((Xvelocity) / (Yvelocity))) + (<(Yvelocity) < [0]> * (180))youll learn this later, and it may be wrong. Message back if its wrong
Last edited by Jareddddddd (Oct. 6, 2022 20:58:15)
- FoxxitatorIGuess
-
Scratcher
7 posts
Making Bullets turn with their x speed and y speed
hi, theres an equation for this, provided you have an X and Y velocity variable.point in direction (([atan v] of ((Xvelocity) / (Yvelocity))) + (<(Yvelocity) < [0]> * (180))youll learn this later, and it may be wrong. Message back if its wrong
That works perfectly, thank you!
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