Hi!
Concerning the trigonometry applied to Actionscript 3.0, last time we have seen how to control collisions and bouncing on angled surfaces.
Since the reported example was on an unique surface, in this tutorial we will see how to use the same trigonometric formulas applied to more angled surfaces.
In substance it doesn’t change very much, the used formulas are always the two seen first:
rotation of the coordinates of the system:
bring back the coordinate to their initial state:
Let us look at a concrete example…











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