I have been working on a game in Java, that has rotational based movement (meaning you rotate to turn, and can only move forwards and backwards in the direction you are rotated towards). I have it almost working, but ran into a problem at the very end. In order to use AffineTransform, you use g2d.drawImage([image], [name of AffineTransform], null); This does not allow for the input of coordinates of where to place my character, meaning that I cannot move my character on the screen, only rotate it.
How can I transform my player image (to rotate it), AND then place it correctly on my screen through the xPos and yPos variables I have set on my screen?
If it is any help, here is my code.
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
public class Player
{
imageLoader loader = new imageLoader();
private BufferedImage player = loader.loadImage("/player.png");
private BufferedImage rotater = loader.loadImage("/player.png");
AffineTransform transform = new AffineTransform();
public int xPos = 200;
public int yPos = 200;
public double degrees = 90.0;
public Input input;
public void render(Graphics g) //SOMEWHERE IN THIS RENDER METHOD I HAVE TO ROTATE AND DRAW THE PLAYER TO THE SCREEN.
{
transform.setToIdentity();
transform.translate(player.getWidth() / 2, player.getHeight() / 2);
transform.rotate(Math.toRadians(degrees));
transform.translate(-player.getWidth()/2, -player.getHeight()/2);
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(player, transform, null);
System.out.println("PLAYER_X = "+xPos+" | " + "PLAYER_Y " + yPos + " | " + "ROTATION " + degrees);
}
public void moveForward()
{
xPos += (int) (Math.sin(degrees * (Math.PI/180)) * 4);
yPos += (int) (Math.cos(degrees * (Math.PI/180)) * -4);
}
public void moveBackward()
{
xPos -= (int) (Math.sin(degrees * (Math.PI/180)) * 4);
yPos -= (int) (Math.cos(degrees * (Math.PI/180)) * -4);
}
public void rotateLeft()
{
degrees = degrees - 4;
}
public void rotateRight()
{
degrees = degrees + 4;
}
}
Thank you so much, I hope one of you can help me.
Ryan Corkery
You already have the code to rotate and translate (draw at a certain position) in your method. Your original code was already drawing the image at coordinate -width/2, -height/2 (because your image is rotate about its center, not about it's top-left corner)
So, it's a matter of adding the extra translation that you need to draw it at xPos, yPos:
transform.translate(-xPos + player.getWidth() / 2, -yPos + player.getHeight() / 2);
transform.rotate(Math.toRadians(degrees));
transform.translate(xPos - player.getWidth()/2, yPos - player.getHeight()/2);