Kevin Andersen
ecbbacd4c0
It seems like there's a tradeoff between how we choose to set the max power of the motors. Previously, I had set the motors' max power (torque) to follow their target speed, meaning they accelerated smoothly, but also lost their torque. Then in the following commit I changed the max power to 100 which means maximum torque to achieve the target speed, which resulted in very abrupt accelerations and erratic motor movement when changing speeds:
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https://github.com/LLK/scratch-vm/pull/2061/commits/873b56c9855a91b2d5e8797f9268406bcc8777c0
In the following commit I changed the functionality so that we add a fixed amount (10) more power than the target speed, e.g. for speed 50 it would provide power 60. This is fine for high speeds, but for low speeds it provides poor torque:
https://github.com/LLK/scratch-vm/pull/2100/commits/e3cdbffa2a96da31017e24484fbd75d21a19e2ad
I assume it would be possible to design some sort of calculation that enabled high torque for low speeds, and vice versa. I will discuss with the team.
2019-04-08 17:56:54 -04:00
Karishma Chadha
812e7a3772
Preserve sprite layer order information across saving and loading an sb3.
2018-07-24 11:00:48 -04:00
Ray Schamp
a4f095db5e
Use ES6 style classes
2017-04-17 19:42:48 -04:00
Ray Schamp
e01c4ae108
Pass with --fix
2017-04-17 15:10:04 -04:00
SillyInventor
1ac89f5aa4
Added new util function that sends tan function infinities correctly
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Changed mathop to call new math util
Changed sin & cos to round correctly (to get 0)
Added testing for the new math util function
Added testing for the new mathop functions
2017-01-31 19:05:54 -05:00
Ray Schamp
f6c0064235
All linting other than console statements
2016-10-23 22:20:29 -04:00
Andrew Sliwinski
ace9a96fc2
Fix degToRad function definition. Resolves GH-229
2016-10-17 11:52:02 -04:00
Tim Mickel
2e01caa8a6
Add documentation for math-util functions.
2016-07-06 14:04:36 -04:00
Tim Mickel
7db38e8422
Implement a few math utilities
2016-06-30 18:59:47 -04:00