I am making a game in Java (No Libraries). It's a 2D top-down game where the player can walk and is faced towards the mouse cursor.
public Player(int x, int y, int health, int tileId) {
super(x, y, health);
tile = new Tile(tileId, false);
mouseInput = new MouseHandler(screen);
}
public void tick() { // Executed by game tick.
// x = playerX and y = playerY
int cursorX = mouseInput.getMousePos()[0];
int cursorY = mouseInput.getMousePos()[1];
float X = cursorX - x;
float Y = cursorY - y;
rotation = Math.atan2(Y, X);
}
It looks good as long the player is at (0,0) If the player moves and the mouse coordinates become negative it begins to show strange behaviour (Look at video below)
Youtube: https://www.youtube.com/watch?v=M6ZHCrWvt3Y
The rotation of the sprite is done in another class 'Screen.java'
By using:
if (rotation < 360)
rotation++
else
rotation = 0
I verified that the rotation is working correctly.
EDIT:
public BufferedImage rotate(BufferedImage img, double degree) {
AffineTransform tx = new AffineTransform();
tx.rotate(degree, 4, 4);
AffineTransformOp op = new AffineTransformOp(tx,AffineTransformOp.TYPE_BILINEAR);
BufferedImage image = op.filter(img,null);
return image;
}
Okay i fixed it.
The problem was the game scale i am making an 2d game and set the width, height and the scale. But i didn't divide the mouseX and mouseY by the scale.
public void mouseMoved(MouseEvent e) {
mouseX = e.getX() / game.getScale();
mouseY = e.getY() / game.getScale();
}
I found the problem by accident when messing with the gamescale.