Smoothing rotation
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by
Lewis
on Game Development
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Published on 2012-06-23T15:23:52Z
Indexed on
2012/06/23
21:25 UTC
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I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this:
float Proportion = 9.5;
float maxDiff = 200;
float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff);
player.rotation = rotation;
The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right.
I'll go into the behaviour in a little more detail:
0 velocity = sprite faces forwards
negative velocity = sprite faces left depending on value.
positive velocity = sprite faces right (higher velocity the more it faces right) same as above.
I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that.
I have a physics engine available.
There is one other way to get around this: to use +=
on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping.
Any ideas/code snippets would be greatly appreciated.
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