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Usually values depend on a higher-level logic (for example position in t depends on speed, reflection in t depends on the walls position).
Especially Environment variables like walls and map boundaries are not always aware of all the effects that depend on those - and so they shall never need to manually trigger a recalculation.
The calculated values shall define, on which values they depend.
An Example:
In Pong, the position in t+n depends on
The speed of the ball
The position of the walls
The position of the paddels (may change history - or not)
So whenever such a value changes, the object has to know, that it has to double check, if it anyhow changed the future
Another example:
The size of the playground changes (i.e. user resized the window). So all Wall-colissions have to be recalculated.
The position (or trajectory, depends on implementation!) of the user paddle changed - so check if any update would have to be performed!
An upgrade (collectable/buyable... ) changes the speed of the ball. The trajectory itself is still correct, but the timings have to be corrected.
The text was updated successfully, but these errors were encountered:
Usually values depend on a higher-level logic (for example position in t depends on speed, reflection in t depends on the walls position).
Especially Environment variables like walls and map boundaries are not always aware of all the effects that depend on those - and so they shall never need to manually trigger a recalculation.
The calculated values shall define, on which values they depend.
An Example:
In Pong, the position in t+n depends on
So whenever such a value changes, the object has to know, that it has to double check, if it anyhow changed the future
Another example:
The text was updated successfully, but these errors were encountered: