chadn Posted June 8, 2014 Share Posted June 8, 2014 I have a problem when hitting maxVelocity with acceleration. It seems that the magnitude (or length) of a vector (Point) is not checked correctly when using acceleration and hitting maxSpeed.This is really noticeable when setting to rotation to -3.82 and setting the acceleration value until maxVelocity is hit, the sprite will not travel in a straight line and skews by a positive y value even though the rotation has not changed. [edit] Ok well I whipped up a quick demo in jsFiddle: http://jsfiddle.net/TPTun/embedded/result/ In my own vector math I capped the velocity by checking the maxSpeed against the length of a vector (magnitude of a Point in Phasers case).Is this a known issue? Am I assuming something I shouldn't be? I'm fairly new to vector math so I calculations may be wrong, let me know. Current I am getting around this by using this code below, and I can create a jsFiddle if you want a better demonstration.if(this.body.velocity.getMagnitude() < this.maxSpeed){ game.physics.arcade.accelerationFromRotation(rotation, this.accelerationSpeed, this.body.acceleration);}else{ this.body.acceleration.setTo(0, 0); } Link to comment Share on other sites More sharing options...
Recommended Posts