sharing this because I fell like I'm gonna need turbowarp more and more as the project goes on
ALREADY IMPLEMENTED: - gravity obeys the inverse square law, assuming the center of mass of the level is 20000 pixels under the sea level, and that the acceleration at sea level is equal to the original (1.3 pixels/frame^2) - there is a function that calculates the distance to the level (if the distance is over 16 pixels it will cap to 16 pixels, for performance's sake) - there is a function that calculates the normal vector to the level (visualized on the screen by the small line). It is not meant to be used when the hammer is over 16 pixels away from the level btw, otherwise it'll return absolute gibberish. NEXT UP: - create a spaceship or something else so you don't just fall back after finishing the level - create costumes for columns supporting floating parts of the level, because things don't float irl - calculate all forces with newtonian physics - apply all forces calculated - pot and hammer can break if under too much pressure or stress - perhaps use external software to calculate drag coefficient for the player under all conditions, so that a list can be created to apply aerodynamically accurate air friction (assuming no significant interactions with the level). I'm still uncertain how this could work.