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Question by Sacrifice429 · Feb 28, 2016 at 10:05 AM · camera2drotationiphonetower defense

Extremely Specific 2D camera rotation problem

I have multiple 480 x 320, 2D tower defense levels that are predicated on four basic quadrants, otherwise known as North, East, South and West that make up a much larger map that technically, for the player, is never realized fully. That "full map" is defined as 480 x 480, always creating an entire playing field that will forever remain a perfect square. The catch is, not only does the camera need to rotate, AND the associated towers along with it , but the resolution needs to match what will be a vertical resolution on the East and West quadrants. Meaning I need to make a 320 X 480 rotation, work on a 480 X 320 "playing field", while also moving the towers during that process.

For example, if I started in the South Quadrant, on a 480 x 320 horizontal playing field, I would need to be able to navigate to the East Quadrant of the "nonexistent" larger map, AT THE CLICK OF THE RIGHT ARROW.... with that East Quadrant now becoming a 320 x 480 map.

I would think you would explain this to unity by having it "think" you are still on a horizontal level, while somehow rotating all the corresponding towers in the process to match the illusion of a vertical playingfield.

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avatar image Sacrifice429 · Feb 28, 2016 at 10:29 AM 0
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To sum all that up in a much simpler way. What I believe I need is the ability to take the center point of a 2D map, and have a line of code that allows me to rotate the camera in a cyclical motion. I will of then just use the designated four quadrant points that are already predeter$$anonymous$$ed, while also allowing me to use the same line of code for every level in the game.

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