Thread: allegro rotation?

  1. #1
    GA ichijoji's Avatar
    Join Date
    Nov 2002
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    179

    allegro rotation?

    Hey all, I'm lookin' to start up a non-grid strategy game, and I've hit a problem with rotating the bmp's for units so that they face the right way. Here's the code that I have, but it doesn't work:
    Code:
    PALETTE pal;
    get_palette(pal);
    BITMAP * bmp = load_bmp(filename.c_str(),pal);
    fix_image_pal(bmp,pal);
    fixed angle = 0, scale = fixed((SCREEN_W/4)/(bmp->w/2));
    while (!key[KEY_ESC]) {
      clear_bitmap(buffer);
      rotate_sprite(buffer,bmp,SCREEN_W/2-(bmp->w/2),SCREEN_H/2-(bmp->h/2),angle);
      if (++angle >= 256) angle = 0;
      textprintf_centre(buffer,font,SCREEN_W/2,SCREEN_H/4,15,"angle = %d",angle);
      blit(buffer,screen,0,0,0,0,SCREEN_W,SCREEN_H);
    }
    When I run this the picture just sits in the middle, not rotating. I also attached a zip with all of everything you'd need to see this in action (except alleg40.dll). I was wondering if anybody knows why this isn't working or how I could fix it, thx.
    Illusion and reality become impartiality and confidence.

  2. #2
    Registered User
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    Aug 2001
    Posts
    380
    try using fixtoi(angle) in rotate_sprite.
    Don't you dare hit me on the head, you know I'm not normal.
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    Green Frog Software

  3. #3
    GA ichijoji's Avatar
    Join Date
    Nov 2002
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    179
    I found the solution to this in an old techwins post (search first? well I never!), I needed to make angle a float then pass it to rotate_sprite() like ftofix(angle).
    Illusion and reality become impartiality and confidence.

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