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rotating sprites and entities using XNA

Started by July 18, 2014 09:27 PM
0 comments, last by Truerror 10 years, 6 months ago

Ok, so I started making this 2D top-down game using C# and XNA (because I am really familiar with C# and not famliar with game development). I am using the Entity / Component / System pattern and everything has been great so far. But now things are getting a little tricky so I was hoping people here could give me some tips and pointers.

As mentioned, my system is based on Entities that work as holders for a set of Components, some very simple ones like Spatial (takes a Vector2 as a position), Collider (sets a hitbox relative to the spatial component). Others are a bit more advanced like a door. The door can disable the Collider when the door is open, and rotate the sprite over time to make it seem like the door is opening.

I am having issues because I wanted to rotate the door to an angle (0, 90, 180, 270) to be able to have doors on all sides of houses, but this is a problem because of the origin being set to (0,0). All my sprites are using 0,0 as origin and I am thinking if this was a dumb choice. Maybe I should always set Origin to the center of the object.

So there is my question, when people build games like my 2D top-down game, do they set Origin to the center of the sprite and rotate, or should I create 4 unique doors, each one facing a certain direction?

I have added screenshots of my doors open and closed if that is better.

I don't know how you implement your entity-component system, but XNA's SpriteBatch.Draw() method has an overloaded version that allows you to specify the origin and rotation of that sprite.

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