ok, well I scratched my old physics on the game and decided to go based on real physics…I used an actualy gravity algorithum based on mass, distance, yada yada…I’m still having a problem with walking on a slope, making the character go up and down basically.
[as]
function charDist(event:Event):void
{
gPull = gravity * eraserMass / dist * dist;
getDist(eraserMan.x, eraserMan.y, theGround.x, theGround.y);
trace(touchDown);
}
function getDist(x1:Number, y1:Number, x2:Number, y2:Number):Number
{
dx = x1 - x2;
dy = y1 - y2;
dist = Math.sqrt(dx * dx + dy * dy);
return dist;
}
function gravity(event:Event):void
{
velocity -= gPull;
while (theGround.hitTestPoint(eraserMan.x,eraserMan.y,true))
{
eraserMan.y += velocity;
}
while (! theGround.hitTestPoint(eraserMan.x,eraserMan.y,true))
{
eraserMan.y -= velocity;
}
}
[/as]
the gravity function is where the issue is…the character falls faster and slower based on weight and distance…thats all great. But once I hit the ground, he stays linear…help please