gamemaker99 Posted January 26, 2020 Share Posted January 26, 2020 I'm attempting to rotate a sprite around it's anchor point, basically the center of the sprite. After placing it on the stage, and applying the rotation transform, I see the sprite is rotating roughly what appears to be around the (0,0) point of the stage. What am I missing in order to get this to rotate around it's own center? I would expect this rotation to happen around the anchor point which defaults in the center of the sprite. I can see it's set to (0.5, 0.5). See GIF and code below. const melonjs = require('melonjs').me; require('melonjs/plugins/debug/debugPanel'); import ship from './assets/ship.png'; const game = { onload() { if (!me.video.init(800, 600, { wrapper: 'screen', scale: 'auto' })) { alert('Your browser does not support HTML5 canvas.'); return; } me.loader.preload(game.resources, this.loaded.bind(this)); }, loaded() { me.state.set(me.state.PLAY, new game.PlayScreen()); me.debug.renderHitBox = true; me.state.change(me.state.PLAY); } }; game.resources = [ { name: 'ship', type: 'image', src: ship }, ]; game.ShipSprite = me.Sprite.extend({ init(x, y, settings) { this._super(me.Sprite, 'init', [x, y , settings]); this.body = new me.Body(this); this.body.addShape(new me.Rect(0, 0, this.width, this.height)); }, update(dt) { this.currentTransform.rotate(0.01); } }); game.PlayScreen = me.Stage.extend({ onResetEvent() { me.game.world.addChild(new me.ColorLayer('background', '#5E3F66'), 0); var physicEditorContainer = new me.Container(); const ship = new game.ShipSprite(150, 150, { width: 40, height: 100, image: 'ship' }) physicEditorContainer.addChild(ship, 1); me.game.world.addChild(physicEditorContainer, 1); } }); me.device.onReady(() => { game.onload(); }); Quote Link to comment Share on other sites More sharing options...
PLAYERKILLERS Posted February 9, 2020 Share Posted February 9, 2020 Try changing your anchor point or rotating the body? Quote Link to comment Share on other sites More sharing options...
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