This is my code for movement, with separate subpixel variables. A subpixel here is a 256th of a pixel. velx and vely are also stored times 256.
function object:move(velx, vely, subpixel)
subpixel = subpixel or true;
velx = velx or self.velx or 0;
vely = vely or self.vely or 0;
if (velx == 0 and vely == 0) then return end;
local modx, mody = 0, 0;
if (velx ~= 0) then
modx = (velx%(sign(velx)*256));
end
if (vely ~= 0) then
mody = (vely%(sign(vely)*256));
end
velx = velx - modx;
vely = vely - mody;
if (subpixel) then
if (self.subx) then
self.subx = self.subx + modx;
end
if (self.suby) then
self.suby = self.suby + mody;
end
if (self.subx >= 256 or self.subx <= -256) then
velx = velx + (sign(self.subx)*256);
self.subx = self.subx % (sign(self.subx)*256);
end
if (self.suby >= 256 or self.suby <= -256) then
vely = vely + (sign(self.suby)*256);
self.suby = self.suby % (sign(self.suby)*256);
end
end
local movex = velx/256;
local movey = vely/256;
self:setPosition(self.x+movex, self.y+movey);
return modx, mody;
end
Here's my issue with it:
- I set my object's velocity to -1024 (equivalent of -4),
- I set my object's gravity to 64 (gravity is applied after each object:move)
- First frame, it moves -4 pixels,
- Next frame, -3,
- Next frame, -4,
- Next 3 frames, -3
I'm confused as to why it's moving -4, -3, -4, -3, -3, -3, then -2, -3, -2 etc. as opposed to what I want it to do, which is:
- -4,
- -3,
- -3,
- -3,
- -2,
- -2,
- -2,
- -1,
etc. which would require the use math.ceil if I was using floats, but since I'm not, I'm not exactly 100% where and how to implement it.
Edit: It's probably right in front of my face, but the code is written a bit confusing, even for me...