@Hinakichu HIIIIIIII!!!!!! IT'S BEEN SO LONGGGG HOW ARE YOUUUUU I HOPE YOU ARE DOING GREAT SUPER EXCITED TO HEAR THAT YOU'RE DOING CS!!!! ALSO IM SO SORRY THAT MY GAME DIDNT COME OUT FOR LIKE 7 YEARS AAAAAAA IT'S HAPPENING THOUGH! I GOT DECENT AT ART SO NOW I CAN ACTUALLY MAKE ALL THE GAME ASSETS MYSELF AAAAAAAAA WELL MAYBE NOT THE SOUND EFFECTS BECAUSE MY SOUND DESIGN SKILLS SUCK AND I REALLY SHOULD HAVE TAKEN THAT FOLEY FX CLASS IN UNI BUT THE MUSIC AND ART I CAN DO NOW YIPPEEEEE I MISS YOU AND ALL THE OTHER SCRATCH 2.0 PEOPLE T____T WISHING YOU ALL THE BEST!!!! YOUR FRIEND AND ETERNAL FAN, @PhantomForcesX P.S. WOULD LOVE TO KEEP IN TOUCH WITH ALL THE OGS, HMU WITH A TAG OR SMTH SO WE CAN BE FRENZ IF U CARE!!!!!
I was able to make the ball rotate smoothly, but the exact logic behind it is a bit out of my ability to explain. When you divide by 0 though arctan tends to get super funky, so (x-acceleration) was just moved to the top and the velocity cap was shifted to the bottom. I also changed the calculation cutoff to align with a desired floating point precision. Finally, I clamped the direction in modulo for better readability (I can't read -472,334 degrees). Though I personally find all of that to be tedious and prefer writing naive solutions. The issue with the current code is that when you traverse the Y=-X axis, you get zero sum directional velocity and the ball doesn't rotate. Which works exactly as intended, but it's just awkward to see. The code is commented as well. Hope I wasn't like, 2 months too late. yea it's all by me except for the parts which were by @Hinakichu, idk go figure