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  rotation of remote players  (Read 834 times)
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Offline MickeyB

Senior Devvie

my game will work, my game will work!

« Posted 2004-03-19 12:38:42 »

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:

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



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.


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