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Convert player input to angle/rotation?
Hi there, I will try to be as specific as possible.
I am developing a 2D sidescrolling game with sprites (2DToolkit), and I am stucked with this issue. First of all I need to make clear one thing: in order to change the sprite's transform without affecting the controls, I am storing it under a different game object which is child to the player main object.
Now, when I have my character swimming, I can make him dive so the player can control him with fully 360º freedom. I am trying to do something as in Rayman Origins, I want the sprite to rotate towards the player direction: when my character is diving down, I want the sprite to rotate and face the bottom of the screen, when he turns left I want the sprite to rotate and face left... and so on.
Is there any way to convert player input to an angle or rotation value? Or a way to compare both things? For now, what I have is this:
var playerAngle : float = 0.0;
for (var child : Transform in transform)
{
playerAngle += Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime;
//When Input
child.transform.Rotate(Vector3(0, 0, 1) * playerAngle);
}
But that is a very, very simple and rough code. I want the rotation of the sprite to stop when it matches the Player direction. Is there any quick way to do this or must I try it differently?
By the way, Input comes via WASD.
Thanks for your time.
Well, you must have some kind of variable that defines the current speed of your character. That's basically the only thing you need to know in order to calculate the player's rotation. I'd be happy to help you further, but I need to know how you're moving the character around.
Answer by Teku-Studios · Nov 23, 2012 at 08:00 PM
I kind of made it work. In case you guys are interested on it, here's my current code:
//======================Diving===========================
if(diving)
{
gravity = 0.0;
moveDirection = Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetKey(KeyCode.RightArrow) && !facingRight)
{
script = gameObject.GetComponentInChildren(tk2dSprite);
script.FlipX();
facingRight = true;
}
else if (Input.GetKey(KeyCode.LeftArrow) && facingRight)
{
script = gameObject.GetComponentInChildren(tk2dSprite);
script.FlipX();
facingRight = false;
}
else if (Input.GetKey(KeyCode.DownArrow))
{
if(!facingRight)
{
script = gameObject.GetComponentInChildren(tk2dSprite);
script.FlipX();
script.FlipY();
upsideDown = true;
facingRight = true;
}
}
else if (Input.GetKey(KeyCode.UpArrow))
{
if(!facingRight)
{
script = gameObject.GetComponentInChildren(tk2dSprite);
script.FlipX();
script.FlipY();
upsideDown = true;
facingRight = true;
}
}
if(Input.GetKey(KeyCode.LeftArrow) && upsideDown)
{
script.FlipY();
upsideDown = false;
}
else if(Input.GetKey(KeyCode.RightArrow) && upsideDown)
{
script.FlipY();
upsideDown = false;
}
if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow))
{
for (var child : Transform in transform)
{
var moveVector = Vector3.zero;
moveVector.x = Input.GetAxis("Horizontal");
moveVector.y = Input.GetAxis("Vertical");
if(Input.GetKey(KeyCode.LeftArrow))
{
moveVector.x = -Input.GetAxis("Horizontal");
moveVector.y = -Input.GetAxis("Vertical");
}
var angle = Vector3.Angle(moveVector, Vector3.right);
var cross = Vector3.Cross(moveVector, Vector3.right).normalized;
child.transform.rotation = Quaternion.Euler(Vector3(0, 0, angle * -cross.z));
}
}
}
Now I just have some weird issues to solve involving the sprite (it makes odd Flips sometimes, but I think I just messed it up with excessive "facingRight" and "upsideDown" coding).
Anyway, the rotation of the sprite works fine.
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