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	<id>http://digida.mgpu.ru/index.php?action=history&amp;feed=atom&amp;title=Projectile_Simulation</id>
	<title>Projectile Simulation - История изменений</title>
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	<updated>2026-04-07T08:52:17Z</updated>
	<subtitle>История изменений этой страницы в вики</subtitle>
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		<id>http://digida.mgpu.ru/index.php?title=Projectile_Simulation&amp;diff=1878&amp;oldid=prev</id>
		<title>Patarakin: 1 версия импортирована</title>
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		<updated>2022-07-21T08:33:18Z</updated>

		<summary type="html">&lt;p&gt;1 версия импортирована&lt;/p&gt;
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		<author><name>Patarakin</name></author>
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	<entry>
		<id>http://digida.mgpu.ru/index.php?title=Projectile_Simulation&amp;diff=1877&amp;oldid=prev</id>
		<title>scratch&gt;Jvvg в 21:48, 6 июня 2022</title>
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		<updated>2022-06-06T21:48:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Wiki Standards|Writing is difficult to understand|date=December 2020}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Projectile motion&amp;#039;&amp;#039;&amp;#039; is a form of motion experienced by an object when it is launched near the surface of the Earth and moves along a curved path under the force of gravity. This path of motion can be shown by a parabola (symmetrical curved line), or by a straight line when launched straight upwards.&lt;br /&gt;
&lt;br /&gt;
==Forms of Use==&lt;br /&gt;
Projectile motion can be used to calculate the path and distance an object travels on a 2D plane (left, right, up, down). These calculations can be used to create realistic [[Game Projects|games]], [[Simulation Projects|simulations]], [[Animation Projects|animations]], and more.&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
===Equations===&lt;br /&gt;
When calculating projectile motion, it is good to understand what equations to use, and why they are used. The two values the user will input are a speed and an angle. With these two inputs, the first variable that needs to be found is &amp;lt;strong&amp;gt;Time.&amp;lt;/strong&amp;gt; The equation used to represent time is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;t = (v&amp;lt;sub&amp;gt;fy&amp;lt;/sub&amp;gt; - v&amp;lt;sub&amp;gt;iy&amp;lt;/sub&amp;gt;) / a&amp;lt;sub&amp;gt;g&amp;lt;/sub&amp;gt;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(time = [final velocity in y direction - initial velocity in y direction] / gravity)&lt;br /&gt;
&lt;br /&gt;
After time has been solved, &amp;lt;strong&amp;gt;Distance Traveled&amp;lt;/strong&amp;gt; needs to be solved. The equation used to solve the distance is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Δx = v&amp;lt;sub&amp;gt;ix&amp;lt;/sub&amp;gt; * t&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(displacement in x direction = initial velocity in x direction * time)&lt;br /&gt;
&lt;br /&gt;
But, before these equations can be solved, the velocities in the x direction and y direction need to be found. This will be done after the user inputs the initial velocity and angle launched.&lt;br /&gt;
{{note|Gravity is always -9.81 m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===Scripts===&lt;br /&gt;
Before anything can be done, these variables need to be created:&lt;br /&gt;
&amp;lt;scratchblocks&amp;gt;&lt;br /&gt;
(init vel)&lt;br /&gt;
(angle)&lt;br /&gt;
(init vel x)&lt;br /&gt;
(init vel y)&lt;br /&gt;
(final vel y)&lt;br /&gt;
(time)&lt;br /&gt;
(displacement)&lt;br /&gt;
&amp;lt;/scratchblocks&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the start, they need to be given some values:&lt;br /&gt;
&amp;lt;scratchblocks&amp;gt;&lt;br /&gt;
when green flag clicked&lt;br /&gt;
ask [Initial Launch Speed] and wait&lt;br /&gt;
set [init vel v] to (answer)&lt;br /&gt;
ask [Launch Angle] and wait&lt;br /&gt;
set [angle v] to (answer)&lt;br /&gt;
&amp;lt;/scratchblocks&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that an initial velocity and angle have been given, the velocities in the x direction and y direction need to be calculated:&lt;br /&gt;
&amp;lt;scratchblocks&amp;gt;&lt;br /&gt;
set [init vel x v] to ((init vel)*([cos v] of (angle)))&lt;br /&gt;
set [init vel y v] to ((init vel)*([sin v] of (angle)))&lt;br /&gt;
set [final vel y v] to ((0)-(init vel y))&lt;br /&gt;
&amp;lt;/scratchblocks&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With these values set, time and distance traveled can be calculated:&lt;br /&gt;
&amp;lt;scratchblocks&amp;gt;&lt;br /&gt;
set [time v] to (((final vel y)-(init vel y))/(-9.81))&lt;br /&gt;
set [displacement v] to ((init vel x)*(time))&lt;br /&gt;
&amp;lt;/scratchblocks&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once these values have been calculated, there are many different things that can be done with them. An example is a projectile launch simulation. A realistic game (provided other accurate physics is included).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Projectile Motion]]&lt;br /&gt;
* [[Projectile Engine]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics Tutorials]]&lt;br /&gt;
[[Category:Scripting Tutorials]]&lt;/div&gt;</summary>
		<author><name>scratch&gt;Jvvg</name></author>
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