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Punkman

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Applet Image Rotation Blues

Hello all!
I've managed to get my images rotating, but I've run into some trouble.
I am currently making a game involving a space ship. What I am working on is so that you can turn the ship and steer the ship, by rotating the image. However, I've run into a problem. When rotating an image, it rotates on an axis point located in the top left corner. In order to make it look like my ship is turning, I need the axis point to be in the middle of my ships image. I have no idea how to move this axis point. This is where I need help.


Here is my code, it's not long:

//////////////////////////////////////////////////////////////////////////////////////////////////////////
import java.awt.image.*;
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import java.util.Random;
import java.lang.Thread;
import java.awt.geom.*;

public class SpaceBlast extends Applet implements Runnable, KeyListener, ActionListener, MouseListener
{
      
    Thread t;
    Graphics bufferg; //for future use with double buffering
    Image offscreen;
    double theta=0;      
    double x = 500;
    double y = 500;
    double scalex = .2;
    double scaley = .2;
    double shiftx = 0;
    double shifty = 0;
    double radians = -Math.PI/4;
    double rd=.17;
    boolean otherway;
      
      public void init()
      {   this.setLayout(null);
                     t=new Thread(this);
                     addKeyListener(this);
           t.start();            
           repaint();
                 }
      
      public void actionPerformed(ActionEvent e)
                {}
               public void keyPressed(KeyEvent e)
      {  
         if(e.getKeyChar()=='s')
          { rd-=.0001; }
         if(e.getKeyChar()=='a')
          { rd+=.0001; }
                 }
      public void keyReleased(KeyEvent e)
      {}
      public void keyTyped(KeyEvent e)
      {}
      public void mouseClicked(MouseEvent e)
                {}
                public void mouseReleased(MouseEvent e)
                {}
                public void mousePressed(MouseEvent e)
                {}
               public void mouseExited(MouseEvent e)
                {}
               public void mouseEntered(MouseEvent e)
               {}

      public void paint(Graphics g)
      {   Graphics2D g2d = (Graphics2D) g;
                     Image pic= getImage(getCodeBase(), "SD.gif");
                     AffineTransform tx = new AffineTransform();
   
                      tx.scale(scalex, scaley);
                      tx.shear(shiftx, shifty);
                      tx.translate(x, y);
       
                      radians = -Math.PI/rd;
       
                      tx.rotate(radians);
   
                      g2d.drawImage(pic, tx, this);
                      g.drawString(rd+"",10,10);

          
      }
      //public void update(Graphics g) //for later use with Double buffering
      //{ paint(g); }
      

      public void run()
      {  
          while(rd<2000){
          repaint();
                    try{t.sleep(150);}catch(Exception exc){}
            } ;
    }
}
/////////////////////////////////////////////////////////////

Thank you for your help!
I'm also kinda new to java, so please explain it the best you can.
Thanks!
Avatar of Mick Barry
Mick Barry
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you need to translate by the image centre offset.
>  Image pic= getImage(getCodeBase(), "SD.gif");

no need to get image everytime you paint
do thisd instead in init().
Try

tx.translate((int)(pic.getWidth() / 2 * scalex), (int)(pic.getHeight() / 2 * scaley));
Thought u didn't need to use AffineTransform :D
You don't
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Avatar of Mick Barry
Mick Barry
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>>But still u suggest using it

Only because it's already there
Avatar of Punkman
Punkman

ASKER

>>tx.rotate(radians, xcentre, ycentre);

Thanks objects, this works great!
How would I go about getting the center of the image though?

I tried using
(int)(pic.getWidth() / 2 * scalex), (int)(pic.getHeight() / 2 * scaley))

This should work.... but instead it rotates the picture by that top left corner again.
However, the >>tx.rotate(radians, xcentre, ycentre); does work with other, much higher numbers.

How do I go about making xcenter and ycenter the center of my image?
(the coord system for them seems off or something)
Avatar of Punkman

ASKER

Ok, fixed it : )
It turns out that you don't need to take scalex and scaley into account, as it does that for you.
So the code is:
(int)(pic.getWidth() / 2), (int)(pic.getHeight() / 2)

Thanks!!

Ok, I've raised the points up a bit, as I have one final question.
I can now rotate my image around it's center point. But how would I go about moving my image in the direction it's facing?
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ASKER

Oh, and more importantly, How do I apply double buffering to this now that I am using:
Graphics2D g2d = (Graphics2D) g;    ?

I need to use both g and g2d in the game.

Thanks again : )
Avatar of Punkman

ASKER

If the points are too low, I'll up them a bit if you want.
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> It turns out that you don't need to take scalex and scaley into account

That is correct

> I can now rotate my image around it's center point.
> But how would I go about moving my image in the direction it's facing?

Maintain its x,y position and just translate transform matrix by that amount.
Use the current direction to change the x,y position.
 
> Oh, and more importantly, How do I apply double buffering to this now that I am using:
> Graphics2D g2d = (Graphics2D) g;    ?

Do all your painting of ship etc to the Graphics context of the image. bufferg can also be declared as a Gaphics2D.
And then paint that offscreen image to the screen in your paint method.

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ASKER

Thanks guys! The program now works and looks GREAT!! Thank you both!
8-)