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  Adding a trailer behind a missile  (Read 652 times)
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Offline P0jahn

Junior Member


Projects: 1



« Posted 2013-01-06 22:45:02 »

I know how to add a trailer behind a missile, but I am having trouble getting the right coordinates, the trailer is a bit off.
So, first, I rotate the image so it is facing the target and render it:

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float rotation = (float) getAngle(x, y, targetX, targetY);
         
g.rotate(x, y, rotation + 90);
g.drawImage(missile, x, y);


Then, I try to render the trailer behind the missile like this:

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if(trailer != null)
{
   g.rotate(x, y + realHeight, rotation + 90);
   stage.append(trailer.getClone(x, y + realHeight));
}

And finally, I make the rotation normal:
Quote
g.rotate(0, 0, 0);

Obviously this doesn't work.
Any one have any idea?
Offline ReBirth
« Reply #1 - Posted 2013-01-07 03:30:21 »

What do you mean not work? they're not or wrong rotated?

Offline P0jahn

Junior Member


Projects: 1



« Reply #2 - Posted 2013-01-07 04:24:31 »

the trailer is a bit off.
Also, the rotation is insignificant. It the position(i e behind the rocket) that is important.
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Offline Vladiedoo

Senior Member


Medals: 11



« Reply #3 - Posted 2013-01-07 04:26:40 »

Providing images of the issue should make it much easier to de-bug.
Online theagentd
« Reply #4 - Posted 2013-01-07 07:24:37 »

You're rotating around the top left corners of your images.

Myomyomyo.
Offline P0jahn

Junior Member


Projects: 1



« Reply #5 - Posted 2013-01-07 18:16:19 »

The green thing is the target.

Offline ra4king

JGO Kernel


Medals: 264
Projects: 2


I'm the King!


« Reply #6 - Posted 2013-01-08 02:13:09 »

So what exactly is the problem? What is that green marker thing?

Offline P0jahn

Junior Member


Projects: 1



« Reply #7 - Posted 2013-01-08 02:22:45 »

ra4king: That lime-green circle is the target. The other dark-greyed-green-line is the smoke, which is incorrectly placed.
But never mind that. I solved it, but a new problem occurred.

I see the problem. This line:
stage.append(trailer.getClone(x, y + realHeight));
This just adds the trailer to the game, it does not render it. That happens later, when the rotation is restored to normal.

So I thought, I use g.renderAnimation instead of stage.append, so I can render it on the method where the rotation is taking place. The trailer is just an graphical effect anyway, with no properties.
I quickly succeed to get the trailer where I wanted.
However, I am getting erroneous results with drawAnimation(org.newdawn.slick.Animation).
It seems like multiple animations that use the very same Image object can not be present at the same time.
Even if I am calling drawAnimation every frame, only one animation is seeable. That is not the only problem, the graphic context is not rendering all frames in the animation. Yepp, for some reason, it is skipping some frames, making it look like it is blinking.
Can anyone explain this?
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