Converted radian parameters and return values to degrees
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@@ -572,6 +572,9 @@ void rc_setSpriteRotation(int spr_id, double angle)
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if(!rc_sprite[spr_id].active)
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return;
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//convert angle to radians
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angle = rc_util_radians(angle);
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rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), angle);
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}
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@@ -583,6 +586,9 @@ void rc_rotateSprite(int spr_id, double angle)
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if(!rc_sprite[spr_id].active)
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return;
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//convert angle to radians
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angle = rc_util_radians(angle);
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float new_angle = rc_sprite[spr_id].physics.body->GetAngle() + angle;
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rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), new_angle);
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}
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@@ -595,7 +601,7 @@ double rc_getSpriteRotation(int spr_id)
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if(!rc_sprite[spr_id].active)
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return 0;
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return rc_sprite[spr_id].physics.body->GetAngle();
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return rc_util_degrees(rc_sprite[spr_id].physics.body->GetAngle());
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}
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void rc_setSpriteScale(int spr_id, double x, double y)
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@@ -923,15 +929,6 @@ void drawSprites(int canvas_id)
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VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
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}
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//NOTE TO TBIRD
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// 1. Each sprite has a Box2D body. You can look in "rc_sprite2D.h" to see how a sprite is structured.
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// 2. A box2D world is setup for each canvas. So a sprite will be attached to the canvas thats active when its created. When that canvas is destroyed, so is the sprite.
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// 3. By default, I have the sprite.physics_enabled attribute set to false. I feel like it makes sense to have a user intentionally enable physics since a user may not want physics for every sprite.
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// 4. The sprite.visible attribute only determines whether to draw the sprite. The physics simulation will still happen each frame unless physics are disabled.
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// 5. Don't change the value of sprite.active. Its used to check whether a sprite exists or not. I have an array of sprites in rc_sprite2D.h and if the active attribute is set to false, I reuse that slot to create a new sprite. If there is no inactive sprites in the array then I add a new sprite index to the array.
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// 6. The time step, velocity Iterations, and position iterations are part of the canvas.physics2D attribute. You will need to make functions to allow the user to change those.
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// 7. If you want to modify how sprites are rendered then you can just change the drawSprites() function above these notes.
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//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------
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#endif // RC_SPRITELIB_H_INCLUDED
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