Jump to content
  • Advertisement
Sign in to follow this  
JoshBaker

Relative 2D rotation and Camera following?

This topic is 2568 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi!
I have a 2d texture drawing (my car) . Now i want this car to rotate left and right when the buttons are pushed.
Since this is a game where its birds eye view, rotation im guessing would only need to be on the X-axis . On top of that , it has to be relative to the players speed. If you imagine a car driving around holding forward and right would cause the car to sort of 'swerve'.
Also , how could i make my camera follow my player.x and player.y position?
Ive tried various ways and each seems to not work properly.

Car:


#include <math.h>

#include "Car.h"

#include "MenuSystem.h"

#pragma comment(lib, "d3dx10d.lib")



extern MenuSystem gamemenu;
extern Car carclass;

// variables defined

// constructor
Car::Car()
{
playerX = 0; // player x pos
playerY = 0; // player y pos
playerZ = 0;
playerSpeed = 0.0f; // players speed
playerMaxSpeed= 0.5f; // players maximum speed
playerRotation = 0.000000001f; // player rotation angle



}

void Car::PlayerMovement()
{


if ( gamemenu.startOn == true )
{

if ( carclass.playerSpeed > carclass.playerMaxSpeed)
{
playerSpeed = 0.2f;
}

if (GetAsyncKeyState(VK_UP ) )
{
playerSpeed += 0.001f * 0.0001f;
playerY += playerSpeed;
}

if (GetAsyncKeyState(VK_DOWN ) )
{
playerY -= 0.001f;
}

if (GetAsyncKeyState(VK_RIGHT ) )
{
//playerX -= 0.001f;

playerY -= playerY - sin(playerRotation);

}

if (GetAsyncKeyState(VK_RIGHT ) )
{
playerY -= 0.001f;
}



}
}

//void Car::Rotation()
//{
// playerX = playerX + cos(playerRotation);
// playerY = playerY - sin(playerRotation);
//
// }


Rendering:
if ( gamemenu.startOn == true)
{
//set resources for plane 2 (PLAYER)
D3DXMatrixTranslation( &worldMatrix, carclass.playerX, carclass.playerY,2.0 );
worldMatrix = scalingPlayer * worldMatrix ;
pWorldMatrixEffectVariable->SetMatrix(worldMatrix);

pTextureSR->SetResource( pPlayerTex );

//apply technique
pBasicTechnique->GetPassByIndex( p )->Apply( 0 ); pCubeMesh->DrawSubset(0);



Camera:
// Set up the view and projection matrices
//*****************************************************************************
const D3DXVECTOR3 camera[] = { D3DXVECTOR3(0.0f, 0.0f, 0.0f),
D3DXVECTOR3(0.0f, 0.0f, 1.0f),
D3DXVECTOR3(0.0f, 1.0f, 0.0f)};

D3DXMatrixLookAtLH(&viewMatrix, &camera[0], &camera[1], &camera[2] );


D3DXMatrixPerspectiveFovLH(&projectionMatrix, (float)D3DX_PI * 0.5f, (float)width/(float)height, 0.1f, 20.0f);



D3DX10CreateFont(pD3DDevice, 32, 0, FW_NORMAL, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &mFont);
//set shader matrices
pViewMatrixEffectVariable->SetMatrix(viewMatrix);
pProjectionMatrixEffectVariable->SetMatrix(projectionMatrix);

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!