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1  Game Development / Game Mechanics / Re: Creating a Specific Collision Area on a Larger Sprite on: 2013-04-30 02:20:11
 Grin I meant the money for the ebook.. Anyway thanks for the link, as I said I will buy it sometime this week when I have some money in my paypal account (it's easier for me to do it that way). 

I'd still appreciate any other links to similar solutions?!  Wink
2  Game Development / Game Mechanics / Re: Creating a Specific Collision Area on a Larger Sprite on: 2013-04-30 00:41:35
Its a kindle book so you don't have to wait anyway Smiley

Are you offering to pay??  Tongue
3  Game Development / Game Mechanics / Re: Creating a Specific Collision Area on a Larger Sprite on: 2013-04-29 19:12:51
Yes this is exactly what I need  Cheesy

Although I will definitely buy this book, probably next week, is there any other resources that I can look at online that will explain how to achieve this same thing so I don't have to wait? 
4  Game Development / Game Mechanics / Re: Creating a Specific Collision Area on a Larger Sprite on: 2013-04-29 17:47:39
At the moment my missile image is 40 x 40 but the actual missile is only around 40 by say 12 with the rest being transparent.  The reason I changed it to 40 x 40 was so that when I used AffineTransform the rotation worked, whereas when the image was 40 x 12 the rotation would not work correctly.

If this is the problem then I can post my code and maybe somebody can point me to the correct way to rotate a 40 x 12 image the right way along with the bounding box?
5  Game Development / Game Mechanics / Creating a Specific Collision Area on a Larger Sprite on: 2013-04-29 17:17:49
Hi Everyone,

First time poster on these forums so I hope somebody is able to help or point me in the right direction.

I'm currently writing only my second ever java game from scratch, not using a framework of any kind yet (maybe that would help with this issue), but have run into a problem that has me a little stumped. Huh

The game i'm working on is a missile command style game, however with real missile sprites raining down on city sprites.  Now I have my AffineTransform rotating my missiles to the correct angles (which are randomly generated) based on a start and end X and Y (again both randomly generated) BUT my bounding box for each missile is obviously not rotating with the missile.  The even bigger problem is that even if I get the bounding box to rotate to envelope the image the image itself has too much blank space either side which would count as a collision when none actually occurred. 

Is there some way for me to implement a smaller bounding collision box for my larger image which also follows the rotation of that image??  If only the tip of the missile counted as a collision instead of the whole missile that would be a bonus!

Thanks!  Grin
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