text: Game Development Reference
  In-Depth Information
  Friction
  Friction is the exact opposite of acceleration: it causes the object to gradually slow down. Let's see
  how it works with the cat:
  1. Select the ?]p symbol in the Library and click the Properties button. Change the Class field to
  Player_Friction and click the OK button.
  2. Test the project.
  3. Move the cat around the screen with the arrow keys. You can move it in delightfully smooth
  swoops and arcs, as if it were floating.
  The Lh]uan[Bne_pekj class is almost identical to Lh]uan[=__ahan]pekj except for a few small addi-
  tions. Double-click it in the Project panel to open it and take a look.
  First, is the new variable, [bne_pekj, which is initialized to ,*52:
  [rt9,7
  [ru9,7
  []__ahan]pekjT9,7
  []__ahan]pekjU9,7
  [olaa`Heiep917
  [bne_pekj9,*527
  A value of - amounts to “no friction,” so anything less than 1 gradually slows the object down. Values
  from ,*50 to ,*54 apply friction very gradually, for very fluid movement. Values such as ,*3 or ,*2
  slow the object very quickly.
  All you need to do now is add the [bne_pekj value to the [rt and [ru properties:
  [rt&9[bne_pekj7
  [ru&9[bne_pekj7
  It multiplies the velocities by a number less than -, which gradually reduces them. It's very simple and
  very effective. There's one technical detail you have to fix, however.
  Here's the scenario. Imagine that the object's velocity is 1. Its friction is ,*2. The object needs a veloc-
  ity of zero to stop completely. You apply some friction every frame, multiplying the velocity by ,*2,
  hoping to finally reach zero. Here's what the first five frames might look like.
  5 * 0.6 = 3
  3 * 0.6 = 1.8
  1.8 * 0.6 = 1.08
  1.08 * 0.6 = 0.648
  0.648 * 0.6 = 0.3888
  But you're not at zero yet. How long do you think it will take before you get there? Well, you can keep
  going all day—you never will!
  
  Search Nedrilad ::
  
  Custom Search
explanation: The provided text is a detailed explanation of how friction is implemented in a game development context, specifically using a cat as an example. It describes the steps to set up friction, the role of the `friction` variable, and the mathematical concept of how friction gradually reduces velocity. The text includes a scenario that demonstrates the effect of friction on an object's velocity over multiple frames, leading to a situation where the velocity never reaches zero.
  
  The text does not contain a direct question or a question-and-answer pair.
distilabel_metadata.content: Evaluate the user given text extract and determine if it contains a math question and optionally and answer to this question.
  
  Output rules:
  
  1. Briefly describe the document and mention if it contains a question or a question and answer.
  2. Finalize the output with: Label: no-question,question,question-and-answer,multiple-question,multiple-question-and-answer
distilabel_metadata.role: system
distilabel_metadata.content: Game Development Reference
  In-Depth Information
  Friction
  Friction is the exact opposite of acceleration: it causes the object to gradually slow down. Let's see
  how it works with the cat:
  1. Select the ?]p symbol in the Library and click the Properties button. Change the Class field to
  Player_Friction and click the OK button.
  2. Test the project.
  3. Move the cat around the screen with the arrow keys. You can move it in delightfully smooth
  swoops and arcs, as if it were floating.
  The Lh]uan[Bne_pekj class is almost identical to Lh]uan[=__ahan]pekj except for a few small addi-
  tions. Double-click it in the Project panel to open it and take a look.
  First, is the new variable, [bne_pekj, which is initialized to ,*52:
  [rt9,7
  [ru9,7
  []__ahan]pekjT9,7
  []__ahan]pekjU9,7
  [olaa`Heiep917
  [bne_pekj9,*527
  A value of - amounts to “no friction,” so anything less than 1 gradually slows the object down. Values
  from ,*50 to ,*54 apply friction very gradually, for very fluid movement. Values such as ,*3 or ,*2
  slow the object very quickly.
  All you need to do now is add the [bne_pekj value to the [rt and [ru properties:
  [rt&9[bne_pekj7
  [ru&9[bne_pekj7
  It multiplies the velocities by a number less than -, which gradually reduces them. It's very simple and
  very effective. There's one technical detail you have to fix, however.
  Here's the scenario. Imagine that the object's velocity is 1. Its friction is ,*2. The object needs a veloc-
  ity of zero to stop completely. You apply some friction every frame, multiplying the velocity by ,*2,
  hoping to finally reach zero. Here's what the first five frames might look like.
  5 * 0.6 = 3
  3 * 0.6 = 1.8
  1.8 * 0.6 = 1.08
  1.08 * 0.6 = 0.648
  0.648 * 0.6 = 0.3888
  But you're not at zero yet. How long do you think it will take before you get there? Well, you can keep
  going all day—you never will!
  
  Search Nedrilad ::
  
  Custom Search
distilabel_metadata.role: user
distilabel_metadata.raw_output_q_a_detector_0: The provided text is a detailed explanation of how friction is implemented in a game development context, specifically using a cat as an example. It describes the steps to set up friction, the role of the `friction` variable, and the mathematical concept of how friction gradually reduces velocity. The text includes a scenario that demonstrates the effect of friction on an object's velocity over multiple frames, leading to a situation where the velocity never reaches zero.
  
  The text does not contain a direct question or a question-and-answer pair.
  
  Label: no-question