#Car Sprite

21 messages · Page 1 of 1 (latest)

cursive tulip
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instead of rotating the sprite, each frame is an angle of the car's rotation

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(it would be slightly neater code-wise if you made the car rotate counter clockwise, essentially import the sprite will all the frames backwards, so we don't have to adjust anything via code)

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but essentially you're doing something like

image_index = round(frame_number * (1 - direction/360))
with the current frame setup

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image_speed = 0
don't touch image_angle

fresh fractal
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can you fix it in project and show me how this done

cursive tulip
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no i can't. it's a hassle to open yyz.

cursive tulip
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but i'm not gonna do it for you

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right so

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image_angle = 0

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create event: image_speed = 0

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and then

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image_index = round(frame_number * (1 - steer_direction/360))
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frame_number is however many frames, i think i saw 48?

fresh fractal
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yes

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48

cursive tulip
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ok and that goes in step

fresh fractal
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should i put this in create event frame_number =0 ?

cursive tulip
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Frame number is not 0 its 48

cursive tulip