I haven't personally tried this (I'm can't load blitz plus at work I tried once and got busted DOH!!!) anyway I think something like this might work I'll try it at home tonight if I think about it and see what I did wrong
Type rock
field V1 ; horizontal velocity you are throwing at
field height; the initial height you are throwing at
field Angle ; angle you are throwing at in radians
field x,y
end type
intiitialize your rock with whatever you are starting with
global rock.rock = new rock
rock\v1 = whatever
rock\angle = whatever
rock\height = whatever
rock\x = whatever
;in your main loop somewhere
if rock\y < rock\height ; if your y is less than your height you are back where you started from vertically
drawimage(rockimage, rock\x, rock\y)
UpdateRock()
end if
Function UpdateRock()
rock\y = rock\x * (Tan(rock\angle)) - (((4.9) * (rock\x ^ 2)) / ((rock\V1 ^ 2) * ((Cos(angle)) ^ 2)))
rock\x = rock\x + 1 ;increment by a pixel or whatever you want
end function
Type rock
field V1 ; horizontal velocity you are throwing at
field height; the initial height you are throwing at
field Angle ; angle you are throwing at in radians
field x,y
end type
intiitialize your rock with whatever you are starting with
global rock.rock = new rock
rock\v1 = whatever
rock\angle = whatever
rock\height = whatever
rock\x = whatever
;in your main loop somewhere
if rock\y < rock\height ; if your y is less than your height you are back where you started from vertically
drawimage(rockimage, rock\x, rock\y)
UpdateRock()
end if
Function UpdateRock()
rock\y = rock\x * (Tan(rock\angle)) - (((4.9) * (rock\x ^ 2)) / ((rock\V1 ^ 2) * ((Cos(angle)) ^ 2)))
rock\x = rock\x + 1 ;increment by a pixel or whatever you want
end function