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  rotation of remote players  (Read 627 times)
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Offline MickeyB

Senior Member




my game will work, my game will work!


« Posted 2004-03-19 13:38:42 »

I am drawing my background, which draws all objects except the player (who is centered), I have the float facing and x and y for each object.
Then I translate and rotate to keep my player centered, but allows him to rotate.  Then I translate back to draw the HUD on screen space.

During the draw of the background, if I try to rotate a remote player, it throws everything off.
Sample code, not working code:
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sector.render(g);

AffineTransform at = new AffineTransform();
at.translate(screenWidthMiddle-(shipWidth>>1), screenHeightMiddle-(shipHeight>>1));
at.rotate(facing,shipWidth>>1,shipHeight>>1);                  
g.setTransform(at);

player.render(g);

at.translate(-screenWidthMiddle,-screenHeightMiddle);
g.setTransform(at);


during the sector render, if I use an AffineTransform to only rotate the remote players ship, it spins on an unkown axis.

Any thoughts?

I know the first will be to not use AffineTransform to rotate and I know you cna use 16 or so pre-rotated images to get a smooth rotation, but I like the idea of being able to hit all 360 points of the circle.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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