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Question by MrPrince2 · Mar 12, 2017 at 03:04 PM · physicsrigidbodyrigidbody2dphysics2dforce

increasing knockback of a rigidbody as received damage increases (like super smash)

I am developing a 2D game, I need to increase force applied by effectors (knockback) according to damage received by the objects (similar to super smash bros. series). For example:

I apply a force with a magnitude of 100:

object#1 received 0 damage, applied force = 100 (the same)

object#2 received 40 damage, applied force = 160 (increased)

object#3 received 90 damage, applied force = 230 (increased even more)

an image the clarifies the idea (from smash bros): alt text

the ideas I came up with:

1- decrease the rigidbody's mass as the received damage increases. The problem of this idea is that normal collisions will be affected as well, I need effectors only to have more knockback.

2- call addForce() manually, great flexibility, but needs more calculations and work to be done.

I am very intersted in the way super smash is developed. If someone has an idea to achieve similar behavior, then please let me know.

Thanks.

knockback.jpg (41.2 kB)
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Answer by MelvMay · Mar 13, 2017 at 08:17 AM

Why does transforming damage using Rigidbody2D.AddForce mean more calculations?

I would've thought trying to configure an effector to do this, more complex. If you want one-on-one forces, doing it "manually" is far better. A simply "damage" script should be easy to set-up. You can call it via some collision callback and it can determine damage taken, knockback forces to apply etc. I would've thought that would give you much more fine-grained control.

Yeah, I certainly wouldn't start adjusting things like mass to increase the effective force to make things easier; it'd make things harder.

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avatar image MrPrince2 · Mar 13, 2017 at 01:48 PM 0
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thank you so much, I will do it with the AddForce.

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