I'm a beginner and following a tutorial to code flappy bird in android studio. I have 2 questions about the code below. The first frame the bird falls 10 pixels(=GRAVITY). Then the amount of frames is multiplied with the 10 pixels each frame so he falls faster each frame. But what's the use of velocity.scl(1/dt)? It's also possible I understand something wrong? And why does the falling look smooth? I would expect it looked more jarring because the bird moves a lot of pixels each frame.
if(position.y>0){
velocity.add(0, GRAVITY, 0); // bird falls 15 pixels above ground
}
velocity.scl(dt); //multiply gravity with dt (frame) -> gravity gets larger
position.add(0, velocity.y, 0);
if(position.y<0){
position.y=0; // bird doesn't fall through ground
}
velocity.scl(1/dt); // what does this do
Full Bird class:
private static final int GRAVITY = -10;
private Vector3 position;
private Vector3 velocity;
private Texture bird;
public Bird(int x, int y){
position = new Vector3(x,y,0);
velocity=new Vector3(0,0,0);
bird = new Texture("Flappy-midflap.png");
}
public void update(float dt){
if(position.y>0){
velocity.add(0, GRAVITY, 0); // bird falls 15 pixels above ground
}
velocity.scl(dt); //multiply gravity with dt (frame) -> gravity gets larger
position.add(0, velocity.y, 0);
if(position.y<0){
position.y=0; // bird doesn't fall through ground
}
velocity.scl(1/dt); // what does this do
}
public void jump(){
velocity.y = 250;
}
public Vector3 getPosition() {
return position;
}
public Texture getTexture() {
return bird;
}
First of all dt is the delta time rendering first and second frame's rendering time difference. In 1 second this render method executes like 60 times(that means Frame Per Second).
Therefore you should multiply delta with your velocity to smooth movement. Example
First render loop:
Velocity-Y: 250px
dt: 0.018
Result: 4.5px
Second render loop:
Velocity-Y: 240px
dt: 0.025
Result: 4 px
In result this will become
250 px in 1 second.
If you do not use scale this will become
First Render Loop:
Velocity-Y: 250px
dt: 0.018:
Result: 250px
Second Render Loop:
Velocity-Y: 240px
dt: 0.025
Result: 240px
In result there will be 250 + 240 + .... 10 + 0 px for 1 second