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Nov 16, 2015 at 23:12 comment added Francisco Hey, i did try using trig but the values i was getting weren't matching the ones i tried manually :( Like, manually a block would start at let's say x= 110 but using trig the value would be like 85. Not quite sure why to be honest, but i will try it out again for sure, thank you so much.
Nov 16, 2015 at 23:05 comment added spectacularbob You can use Trig to calculate this. If you know the x,y rotation, and the length of the rectangle, then you can calculate its other endpoint by endX = x + cos(rotation)*length and endY = y + sin(rotation)*length If you want, you can even specify in the XML that some blocks have relative positioning and you can calculate this when you load the level
Nov 16, 2015 at 22:34 comment added Francisco Hey, thank you very much for the answer! That does look like quite a good way to do it; i still remain with one question though: what would be best way to tell the x and y values of the blocks considering one block would start where the other block ends? I've tried some stuff, but the fact that each block has it's own rotation / height is making it a bit difficult... :( (I know this isn't really related to the question, but any help would be highly appreciated) i.gyazo.com/df8046a3879d3a90374d82de2c7c7867.png
Nov 16, 2015 at 21:42 history answered spectacularbob CC BY-SA 3.0