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FunHazard

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Posts posted by FunHazard

  1. Basically first you multiply the object's(sprite or bone) x and y value's by the parent's scale_x, and scale_y values, then assuming px and py are these multiplied x and y values, and parentX, and parentY are the parents absolute position. The return value of this function would contain the absolute x and y of the child.

    PointF rotatePoint(float px,float py, float parentAngle,float parentX, float parentY)
    {
    float s = sin(toRadians(parentAngle));
    float c = cos(toRadians(parentAngle));
    float xnew = (px * c) - (py * s);
    float ynew = (px * s) + (py * c);
    xnew+=parentX;
    ynew+=parentY;
    return PointF(xnew,ynew);
    }

    Hi lucid, what I don't understand is that, looking in the editor, the scale_x and scale_y of the bones seems to affect the size of their childs, instead of their position.

    I mean, if I stretch a bone, the child get deformed instead of positioned.

    What am I getting wrong?

  2. Hi,

    I'm Giordano from FunHazard

    I'm glad to say that we will use Spriter to create all the animations in our next game.

    I just pre-ordered the Pro version, I'm looking forward using it.

    I'm coding right now the Custom Content Importer for our XNA engine, and I'll be willing to share it as soon as it ready.

    8-)

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