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How to calculate projectile trajectory and power for accurate targeting in Scratch

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PE

PhysicsEngine_Dev

Posted on January 25, 2024 • Advanced

🎯 Projectile trajectory calculation challenge

Hey physics enthusiasts! I’m building a 2D platformer where enemies need to shoot arrows at the player with realistic physics. The challenge is calculating the exact power and angle needed to hit a moving target! 🏹

My current setup:

  • Arrows have xv (horizontal velocity) and yv (vertical velocity) variables
  • Gravity affects the yv over time
  • Player can be at any position and moving
  • Enemies need to predict where to aim
  • Need realistic ballistic trajectory

I’ve tried basic angle calculations but they don’t account for gravity drop-off. The arrows either overshoot or fall short. I need a proper physics-based solution that can:

  • Calculate the required initial velocity components
  • Account for gravity in trajectory prediction
  • Handle different distances and heights
  • Predict player movement for leading shots
  • Work efficiently in real-time

Any math wizards who can help with the ballistics calculations? 🤓

BM

BallisticsMath_Expert

Replied 3 hours later • ⭐ Best Answer

Excellent physics challenge @PhysicsEngine_Dev! Projectile motion with gravity is a classic ballistics problem. Here’s a complete solution:

🎯 Projectile Physics System Flow

Here’s how accurate trajectory calculation works:

flowchart TD A[🎯 Target Detected] --> B[Get Positions] B --> C[Calculate Distance] B --> D[Calculate Height Difference] C --> E[Apply Trajectory Formula] D --> E E --> F[Calculate Initial Velocity] F --> G[Split into X/Y Components] G --> H[Launch Projectile] H --> I[Apply Gravity Each Frame] I --> J{Hit Target?} J -->|Yes| K[Success!] J -->|No| L[Continue Trajectory] L --> I K --> M[Impact Effect] style A fill:#e1f5fe style E fill:#e8f5e8 style F fill:#fff3e0 style K fill:#e8f5e8 style M fill:#fce4ec

🧮 Core Trajectory Mathematics

The fundamental physics equations for projectile motion:

    // Core trajectory calculation system
define calculate trajectory (target x) (target y) (launch x) (launch y) (gravity)
// Calculate distance and height difference
set [distance x v] to ((target x) - (launch x))
set [distance y v] to ((target y) - (launch y))
set [total distance v] to ([sqrt v] of (((distance x) * (distance x)) + ((distance y) * (distance y))))

// Calculate optimal launch angle (45 degrees for max range)
set [launch angle v] to [45]

// Calculate required initial velocity
set [velocity needed v] to ([sqrt v] of (((total distance) * (gravity)) / ([sin v] of ((launch angle) * [2]))))

// Split into X and Y components
set [initial x velocity v] to ((velocity needed) * ([cos v] of (launch angle)))
set [initial y velocity v] to ((velocity needed) * ([sin v] of (launch angle)))

// Adjust for height difference
change [initial y velocity v] by ((distance y) / [10])
  

🎯 Advanced Targeting System

For precise targeting with gravity compensation:

    // Advanced ballistics calculator
define calculate ballistic trajectory (target x) (target y)
// Set physics constants
set [gravity v] to [0.5]
set [air resistance v] to [0.02]

// Calculate basic trajectory
set [dx v] to ((target x) - (x position))
set [dy v] to ((target y) - (y position))

// Calculate time to target (horizontal)
set [time to target v] to ([abs v] of ((dx) / [15]))

// Calculate required vertical velocity with gravity compensation
set [required vy v] to (((dy) / (time to target)) + ((gravity) * (time to target) / [2]))

// Calculate horizontal velocity
set [required vx v] to ((dx) / (time to target))

// Apply calculated velocities
set [arrow x velocity v] to (required vx)
set [arrow y velocity v] to (required vy)

// Launch projectile
broadcast [launch arrow v]
  

🚀 Real-time Projectile System

Complete projectile motion with physics simulation:

    // Projectile motion simulation
when I receive [launch arrow v]
// Initialize projectile
go to x: (launcher x) y: (launcher y)
set [projectile x v] to (arrow x velocity)
set [projectile y v] to (arrow y velocity)
set [projectile active v] to [true]

// Physics simulation loop
repeat until <not <(projectile active) = [true]>>
// Update position
change x by (projectile x)
change y by (projectile y)

// Apply gravity
change [projectile y v] by ((gravity) * [-1])

// Apply air resistance
set [projectile x v] to ((projectile x) * ([1] - (air resistance)))
set [projectile y v] to ((projectile y) * ([1] - (air resistance)))

// Check for collision
if <touching [player v]?> then
broadcast [arrow hit v]
set [projectile active v] to [false]
end

// Check for ground collision
if <(y position) < [-180]> then
broadcast [arrow missed v]
set [projectile active v] to [false]
end

// Visual trail effect
create clone of [trail particle v]

wait [0.02] seconds
end
  

🎮 Predictive Targeting System

For hitting moving targets with lead calculation:

    // Predictive targeting for moving targets
define calculate intercept (target x) (target y) (target vx) (target vy)
// Get current positions
set [shooter x v] to (x position)
set [shooter y v] to (y position)

// Calculate relative position
set [relative x v] to ((target x) - (shooter x))
set [relative y v] to ((target y) - (shooter y))

// Projectile speed (constant)
set [projectile speed v] to [20]

// Calculate intercept time using quadratic formula
set [a v] to (((target vx) * (target vx)) + ((target vy) * (target vy)) - ((projectile speed) * (projectile speed)))
set [b v] to ([2] * (((relative x) * (target vx)) + ((relative y) * (target vy))))
set [c v] to (((relative x) * (relative x)) + ((relative y) * (relative y)))

// Solve quadratic equation
set [discriminant v] to (((b) * (b)) - ([4] * (a) * (c)))

if <(discriminant) ≥ [0]> then
set [t1 v] to ((([0] - (b)) + ([sqrt v] of (discriminant))) / ([2] * (a)))
set [t2 v] to ((([0] - (b)) - ([sqrt v] of (discriminant))) / ([2] * (a)))

// Choose positive, smaller time
if <<(t1) > [0]> and <<(t2) ≤ [0]> or <(t1) < (t2)>>> then
set [intercept time v] to (t1)
else
set [intercept time v] to (t2)
end

// Calculate intercept position
set [intercept x v] to ((target x) + ((target vx) * (intercept time)))
set [intercept y v] to ((target y) + ((target vy) * (intercept time)))

// Calculate trajectory to intercept point
calculate ballistic trajectory (intercept x) (intercept y)
else
// No solution - target too fast
calculate ballistic trajectory (target x) (target y)
end
  

🎯 Angle-based Targeting Alternative

Simplified approach using angle calculations:

    // Simplified angle-based targeting
define aim at target (target x) (target y)
// Calculate angle to target
set [angle to target v] to ([atan2 v] of ((target y) - (y position)) ((target x) - (x position)))

// Calculate distance for power adjustment
set [distance to target v] to ([sqrt v] of ((((target x) - (x position)) * ((target x) - (x position))) + (((target y) - (y position)) * ((target y) - (y position)))))

// Adjust angle for gravity drop (add elevation)
set [elevation angle v] to ((angle to target) + ([atan v] of ((distance to target) / [200])))

// Calculate velocity components
set [launch power v] to ((distance to target) / [8])
set [arrow x velocity v] to ((launch power) * ([cos v] of (elevation angle)))
set [arrow y velocity v] to ((launch power) * ([sin v] of (elevation angle)))

// Visual aiming indicator
point in direction (elevation angle)
set [aiming v] to [true]
  

🔬 Physics Accuracy Optimization

Fine-tuning for realistic ballistics:

    // Physics optimization system
define optimize trajectory accuracy
// Adaptive time step for precision
if <(distance to target) > [300]> then
set [physics timestep v] to [0.01]
else
set [physics timestep v] to [0.02]
end

// Wind effect simulation
set [wind x v] to ((random [-2] to [2]) / [10])
set [wind y v] to ((random [-1] to [1]) / [10])

// Enhanced gravity model
set [gravity strength v] to [0.5]
if <(y position) > [0]> then
// Reduced gravity at height
set [effective gravity v] to ((gravity strength) * [0.8])
else
set [effective gravity v] to (gravity strength)
end

// Trajectory correction system
if <(distance ([abs v] of ((target x) - (x position)))) > [50]> then
// Recalculate trajectory every 30 frames for long shots
if <((timer) mod [0.5]) = [0]> then
calculate ballistic trajectory (target x) (target y)
end
end
  

💎 Pro Tips for Ballistics

  • Gravity constant: Start with 0.5 and adjust based on game feel
  • Prediction accuracy: Update targeting every few frames, not every frame
  • Visual feedback: Show trajectory preview for player understanding
  • Performance: Use simplified physics for distant targets
  • Realism balance: Perfect accuracy isn’t always fun - add slight randomness

This system gives you Hollywood-level ballistics accuracy! 🎬🎯

PE

PhysicsEngine_Dev

Replied 2 hours later

@BallisticsMath_Expert This is absolutely incredible! 🤯 The predictive targeting system works perfectly!

I implemented the intercept calculation and now my enemies can hit moving targets with scary accuracy. One question - how do I add some randomness to make it feel more natural and less robotic?

GB

GameBalance_Specialist

Replied 1 hour later

@PhysicsEngine_Dev Great question about balancing accuracy! Here’s how to add natural variation:

    // Natural accuracy variation system
define add shooting variation (accuracy level)
// Accuracy level: 1-100 (100 = perfect)
set [accuracy factor v] to ((accuracy level) / [100])

// Calculate error range
set [max error v] to ([10] * ([1] - (accuracy factor)))

// Add random variation to target position
set [error x v] to (random ((max error) * [-1]) to (max error))
set [error y v] to (random ((max error) * [-1]) to (max error))

// Apply error to targeting
set [adjusted target x v] to ((target x) + (error x))
set [adjusted target y v] to ((target y) + (error y))

// Use adjusted target for calculations
calculate ballistic trajectory (adjusted target x) (adjusted target y)
  

This creates realistic shooting patterns that feel natural! 🎯

VB

Vibelf_Community

Pinned Message • Moderator

🎯 Master Advanced Physics Programming

Outstanding discussion on ballistics and trajectory calculation! For developers ready to implement even more sophisticated physics systems, our community offers expertise in:

  • 🌊 Fluid dynamics and particle systems
  • ⚡ Advanced collision detection algorithms
  • 🎪 Complex multi-body physics simulations
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