[VELO] Solution to moving solid

  • rdococ
    17th Apr 2012 Member 0 Permalink
    SPNG can be used to create a moving solid. VELO can too, and VELO's movement works in the same way as SPNG.

    Name: VELO (Velocity)
    Colour: Usually White
    Beginning Temp: 0 Celsius.
    Description: Velocity. Indestructible. Moves like SPNG.
    Reactions:
    - Destroys every element in contact with VELO, except PSCN, NSCN, itself, and FILT.
    - When it reaches FILT, the colour of VELO changes to whatever colour FILT is set to filter.
    - When charged wih TESC, vx and vy double.
    - When charged with PSCN and the PSCN is colder than 100 Celsius, it's vx increments.
    - When charged with NSCN and the NSCN is colder than 100 Celsius, it's vx decrements.
    - When charged with PSCN and the PSCN is h,otter than 100 Celsius, it's vy increments.
    - When charged with NSCN and the NSCN is hotter than 100 Celsius, it's vy decrements.

    I also have another, similar idea which uses it's TMP to store the temperature at which it will die:

    Name: MOVI (Velocity Movie)
    Colour: Usually White
    Beginning Temp: 0 Celsius.
    Beginning CTYPE: None (Particle Eraser)
    Description: Velocity Movie. Moves like SPNG.
    Reactions:
    - If it touches an adjacent particle that is MOVI, VELO, BVEL, or BVEM and has a temperature equal to the TMP, it will die out instantaneously and turn into it's CTYPE.
    - If it's temperature is it's TMP, it will, after there are no other adjacent pixels that are MOVI, VELO, BVEL, or BVEM, die out and turn into it's CTYPE.
    - Destroys every element in contact with MOVI, except PSCN, NSCN, itself, and FILT Otherwise, it simply passes the element, keeping the element in it's original state.
    - When it reaches FILT, the colour of MOVI changes to whatever colour FILT is set to filter.
    - When charged with TESC, vx and vy double.
    - When charged with PSCN and the PSCN is colder than 100 Celsius, it's vx increments.
    - When charged with NSCN and the NSCN is colder than 100 Celsius, it's vx decrements.
    - When charged with PSCN and the PSCN is hotter than 100 Celsius, it's vy increments.
    - When charged with NSCN and the NSCN is hotter than 100 Celsius, it's vy decrements.

    To expand the uses, I will add another element.

    Name: BVEL (Blockable Velocity)
    Colour: Usually White
    Beginning Temp: 0 Celsius.
    Description: Blockable Velocity. Indestructible. Moves like SPNG.
    Reactions:
    - When it reaches an element that is not PSCN, NSCN, itself or FILT, it is blocked and stops. Otherwise, it simply passes through the material, keeping the material at it's current state.
    - When it reaches FILT, the colour of BVEL changes to whatever colour FILT is set to filter.
    - When charged wih TESC, vx and vy double.
    - When charged with PSCN and the PSCN is colder than 100 Celsius, it's vx increments.
    - When charged with NSCN and the NSCN is colder than 100 Celsius, it's vx decrements.
    - When charged with PSCN and the PSCN is hotter than 100 Celsius, it's vy increments.
    - When charged with NSCN and the NSCN is hotter than 100 Celsius, it's vy decrements.

    Okay, another element allows the use of enemies in any platform game made with this:

    Name: BVEM (Blockable Velocity Movie)
    Colour: Usually White
    Beginning Temp: 0 Celsius.
    Beginning CTYPE; None.
    Description: Blockable Velocity Movie. Moves like SPNG.
    Reactions:
    - If it touches an adjacent particle that is MOVI, VELO, BVEL, or BVEM and has a temperature equal to the TMP, it will die out instantaneously and turn into it's CTYPE.
    - If it's temperature is it's TMP, it will, after there are no other adjacent pixels, die out and turn into it's CTYPE.
    - When it reaches an element that is not itself, PSCN, NSCN or FILT, it is blocked and stops. Otherwise, it simply passes through the material, keeping the material in it's original state.
    - When it reaches FILT, the colour of BVEM changes to whatever colour FILT is set to filter.
    - When charged wih TESC, vx and vy double.
    - When charged with PSCN and the PSCN is colder than 100 Celsius, it's vx increments.
    - When charged with NSCN and the NSCN is colder than 100 Celsius, it's vx decrements.
    - When charged with PSCN and the PSCN is hotter than 100 Celsius, it's vy increments.
    - When charged with NSCN and the NSCN is hotter than 100 Celsius, it's vy decrements.

    I also have a short but growing list of uses.
    - Animations
    - Movies
    - Games (Platform, Pacman, RPGs, etc.)
    - To push another particle in a direction.

    You can provide feedback on this in any way, but please be aware:
    - I know that this sounds impossible. I think otherwise.
    - I know that this could lag TPT.

    Happy TPT'ing!

    I have updated all velocity solids to increase the usability and possibilites of these suggestions.
  • R3APER
    17th Apr 2012 Member 0 Permalink
    Do you have any hard facts (coding proof) to help suggest this is possible? It sounds good on paper but paper doesn't transition into reality at a very good scale rate of expansion, if you know what I mean.
  • rdococ
    17th Apr 2012 Member 0 Permalink
    @R3APER (View Post)
    I understand you. Well, if the TPT developers base this off SPNG, I think it will go fine, because all it needs is:

    - Temperature checking of adjacent pixels and itself (Why else would heat get spread around air particles?)
    - SPNG-based velocities (Why else would you see moving solids on TPT projects?)
    - SPRK detecting (Why else would SWCH respond to a spark?)
    - FILT colour changing (Why else would PHOT change colour when it passes FILT?)
    - Material detecting (Why would SWCH turn on with PSCN and off with NSCN if this did not exist?)
  • R3APER
    17th Apr 2012 Member 0 Permalink
    @rdococ (View Post)
    But to combine all of these into one form or another? Perhaps. I'm not going to be the bearer of bad news, but it mightbnot be thought of, let alone implemented, for quite some time.
  • rdococ
    17th Apr 2012 Member 0 Permalink
    @R3APER (View Post)
    If we combine these into one form, then I think the material will be too complicated.

    I don't think it will be implemented for some time, either -- but I want some opinions on it. :)
  • code1949
    17th Apr 2012 Member 0 Permalink
    @rdococ
    The issue is, SPNG's movement is glitchy and was an unintended byproduct.
  • rdococ
    17th Apr 2012 Member 0 Permalink
    @code1949 (View Post)

    I understand that, too, but that byproduct is useful for animations on TPT! These suggestions will make it easier for newbies to create animations and games!
  • code1949
    17th Apr 2012 Member 0 Permalink
    @rdococ (View Post)
    The problem is, SPNG's code can only be used if the devs know how to replicate it effectively. I have doubt that the do as currently SPNG is still rather imperfect in movement.
  • rdococ
    17th Apr 2012 Member 0 Permalink
    @code1949 (View Post)

    I happen to believe they can code it from nothing, too. They just need to change vx and vy based on the surroundings.
  • boxmein
    17th Apr 2012 Former Staff 0 Permalink
    @rdococ (View Post)
    SPNG works only moving left or up. You know why? Because TPT updates left-to-right and up-to-down. With a single update, every moving SPNG pixel gets moved left. If it was to move right, TPT would have to update the "behind" side before the "forward" side, making elements go inside each other. SPNG doesn't go inside itself, it just stops.
    And that's why SPNG doesn't move right. Or down, in that case.