Re: [AD] rotate direction |
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Trent Gamblin wrote:
Just to be clear, the reason for this is that sin(pi/2) is and if you assume pi/2 is "up" and the top of the screen is y=0 then you really want to move in the negative direction.Writing some code for my game I came to realize that the C trig function sin behaves differently than the al_draw_rotated_* functions. "sin" starts at 0 (3 o'clock) and moves clockwise so that pi/2 is at 6 o'clock. The allegro functions however go counter clockwise, starting at the same 0 with pi/2 at 12 o'clock.
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