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This week, the programmer of the Spitter Dragon enemy talks about how to face the math-heavy challenges of projectile trajectories.
In the midst of brainstorming, came an idea of a stationary enemy that spits fireballs in an arc. This would be fine and dandy if it wasn’t for the fact that it meant I had to refresh my long-lost memories of physics math.
And so began the grand internet search for trajectory calculation formulas. There are a large number of those, but my personal problem is I never could be arsed to learn any of them when I was still in school (which I should have; have a +1 to score, my deceased math teacher). Thus, I have hard time reading them.
I managed to find some more down-to-earth explamations about how the formulas work, now I just had to translate them into GameMaker code. After reading and learning about projectile trajectory math for a solid work day, I managed to put together an unpolished formula that showed somewhat satisfactory results. Well, I am not satisfied until it’s actually good, but that would require more studies. Book shopping time it is then.
Oh, and now I have to figure out how to place this enemy in the game with enough room for it to operate.