Need Some Help in Mathematics for my Stone Skipping game
Hello,
I am trying to simulate the jump effect on my stone skipping game which we all used to do when we were small kids(I still do sometimes :p).
Now in-game there are two power-ups which player can keep on increasing with coins:
Power boost which increases the velocity of the throw
number of skips that the stone will be able to make
Based on the current level of both the power-ups i need to generate empty transforms so that I can simulate the jump as seen in the screenshot below. I will be having predefined values of each level of booster:
for eg:
Scenario - 1
Power boost level 3: Start at 50 on x-axis
No of Skip Level 5: 6 Skips
Scenario - 2
Power boost level 4: Start at 55 on x-axis
No of Skip Level 5: 6 Skips
Now based on the Starting point on the x-axis I will have to generate a series of a total 6 empty game object which look and feel like a physics-based jump. I am stuck with how to mathematically formulate a series of number which I always get based on the current level of both the booster. As said i will always be having the starting point (where the first jump will hit) and the number of skips based on the current level of power-ups. I need to generate the rest based on those values.
shouldn't the graph of the rock's vertical position start above zero ? ie, you throw the rock from your waist (more or less), and straight out, not from level of the water and up.
oh I see. X=0 is the start of the first jump.
Yes, it should be the way you told but I just need the mathematical formula to generate a number series which has a constant decreasing difference between all numbers so that I can simulate the jump effect. The starting position I can manage that if I can get the logic to generate that series of numbers.