skellt

skellt

Apple Game Frameworks and Technologies: Distance calc could be simpler for this point of the book (p 54)

The very top line of page 52 is let distance = hypot(pos.x-player.position.x, pos.y-player.position.y). As the text below the code snippet explains:

This code uses another built-in function, hypot(), and some math to calculate the speed value based on where the player node is currently located and where it’s headed. The hypot() function uses a bit of trigonometry to calculate the distance between the two points.

The two points in question are the player sprite’s position and the position you tapped on. hypot is taking the 2d distance between the two points, but the player sprite is constrained to only move horizontally – on a single dimension. We could easily compute the distance along only the x axis.

The use of hypot adds some complexity and introduces a subtle bug to the movement. If you tap one inch to the right of the player sprite on the same Y level as it (so on the platform just right of it) the sprite moves over at the speed we expect. But if you tap one inch right of the player sprite, but at the top of the screen, then the sprite moves over much slower than the previous time. That’s because the diagonal from the player at the bottom of the screen up to the top of the screen is longer than the straight line distance when we tapped just to the right. This longer distance computes that we need more time to move that far. But since we are constrained to moving only along the X axis we end up moving the same distance either way. Just faster one way versus the other.

At this point in the book it might be simpler, easier to understand, and more accurate to just compute the distance with:

let distance = abs(pos.x - player.position.x)

Marked As Solved

Paradox927

Paradox927

Author and Editor at PragProg

Hi, David.

Thank you for the suggestion.

I considered using that simpler solution as I was writing this chapter, but I ultimately decided to use the one you see in the book. I did so for the following reasons:

  1. The variation in speed when tapping on the platform versus tapping above it is marginal. Actually, most players probably wouldn’t notice the difference. I’m impressed you caught it. :grin:

  2. Later in the book, the player controls are modified to use an attached controller-knob (for lack of a better term), which also removes the ability to tap the screen to move, consequently removing the minor speed consistency issue.

  3. Readers will likely want to apply this technique to their own games, which may include a character that has a full range of motion. That being the case, I wanted to use this solution, here, because new developers may not know about the hypot() function whereas the abs() function is more common. To be honest, this reason was the primary motivating factor.

After reading your comment, I considered adding a note somewhere about using abs() as an alternative, but this being an already complex topic, I don’t want to muddy the waters. I may, eventually, add a note, but for now, I’m going to leave it as-is.

Thanks again for all of your recent comments. I appreciate your help in making this book a valuable and acurate resource.

Where Next?

Popular Pragmatic Bookshelf topics Top

jesse050717
Title: Web Development with Clojure, Third Edition, pg 116 Hi - I just started chapter 5 and I am stuck on page 116 while trying to star...
New
AleksandrKudashkin
On the page xv there is an instruction to run bin/setup from the main folder. I downloaded the source code today (12/03/21) and can’t see...
New
jeremyhuiskamp
Title: Web Development with Clojure, Third Edition, vB17.0 (p9) The create table guestbook syntax suggested doesn’t seem to be accepted ...
New
brian-m-ops
#book-python-testing-with-pytest-second-edition Hi. Thanks for writing the book. I am just learning so this might just of been an issue ...
New
fynn
This is as much a suggestion as a question, as a note for others. Locally the SGP30 wasn’t available, so I ordered a SGP40. On page 53, ...
New
nicoatridge
Hi, I have just acquired Michael Fazio’s “Kotlin and Android Development” to learn about game programming for Android. I have a game in p...
New
brunogirin
When I run the coverage example to report on missing lines, I get: pytest --cov=cards --report=term-missing ch7 ERROR: usage: pytest [op...
New
New
akraut
The markup used to display the uploaded image results in a Phoenix.LiveView.HTMLTokenizer.ParseError error. lib/pento_web/live/product_l...
New
dachristenson
I just bought this book to learn about Android development, and I’m already running into a major issue in Ch. 1, p. 20: “Update activity...
New

Other popular topics Top

PragmaticBookshelf
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! In just a couple of weeks, build a ray tracer that r...
New
Exadra37
Please tell us what is your preferred monitor setup for programming(not gaming) and why you have chosen it. Does your monitor have eye p...
New
siddhant3030
I’m thinking of buying a monitor that I can rotate to use as a vertical monitor? Also, I want to know if someone is using it for program...
New
PragmaticBookshelf
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to soci...
New
New
Rainer
My first contact with Erlang was about 2 years ago when I used RabbitMQ, which is written in Erlang, for my job. This made me curious and...
New
PragmaticBookshelf
Create efficient, elegant software tests in pytest, Python's most powerful testing framework. Brian Okken @brianokken Edited by Kat...
New
PragmaticBookshelf
Rails 7 completely redefines what it means to produce fantastic user experiences and provides a way to achieve all the benefits of single...
New
New
PragmaticBookshelf
Use advanced functional programming principles, practical Domain-Driven Design techniques, and production-ready Elixir code to build scal...
New

Sub Categories: