Trajectory prediction system from Castles Battle!!!

kej1 - Custom level - from Android
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That is system from "Castles Battle" mini-game!
Just copy the lua!
Note: this code useful only for mini-emitters!

There are five variables what you need to change:
id = {{4,0},{75}}
First number is id of mini-emitter, second - activation socket for calculating trajectory (not requied)
vel = 40
Emitting velocity (that you setted on mini-emitter with slider)
timem = 50
How many lines lua use for visualise a trajectory line
time = 4
Changing lenght of trajectory calculating
width = 0.5
Width of trajectory line

Views: 727 Downloads: 144 Unique objects: 1 Total objects: 16

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  • kej1: @zardOz: No, it's not too accurate :) My version are better. Soon I'll post update of my mini-game. See it :)
  • zardOz2: @kej1: oh, well if you want to use it with the castles you will need to minimize the number, the castles are already quite laggy due to the large# of objects... good luck. have you seen the other one of these? Cralant i think made one... but he only used 2 total lines, no fancy curve in it
  • kej1: @zardOz: I made this variable to optimize quantity of lines that lua draw. Because lua can't draw more than 500 sprites and lines :)
  • zardOz2: easiest fix is to just reduce the timem to 10-15
  • kej1: @zardOz: Yes!
  • zardOz2: nice! after playtesting a bit ive determined most of the lag is due to a mistake on the for 2,timem*time line...you are actually drawing 200 lines per trajectory(50*4)
  • The Ohio One: Nice
  • kej1: @Demon666: It happens because I make entity detection
  • Demon666: nice but you should make it so the bombs don't interfere with the lines. because when your fireing the lines turn invisible sometimes lol
  • kej1: @Demon666: See that :)
  • kej1: @TechZ: This is!

LEVEL ID: 10990