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add world-space FlxCamera rotation #3245
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is there a reason why |
i think there was an attempt to do this in #2679, but from what i could tell there was an issue where objects that would have been visible at a certain rotation, weren't |
yes, with the margin changes |
also i saw (before the workflow disappeared??) that |
tested this myself and this problem was present. in that case it might be useful to look into one more thing: while testing i encountered a bug with resizing the window (affects fullscreen too). it seems to misplace the camera if |
FYI, we have a proposed way to introduce world-rotation, already, here: #2715
It'll take longer to implement, but I'd rather go this route than make some adhoc field, like this. I have to assume this is kind of a cheat that doesn't honor properties like |
awesome! ill close the pr then |
implementation of world-space
FlxCamera
rotation via a newrotation:Float
property (rotates about the center)uses a new
_rotationCanvas:Sprite
to not interfere with currentcanvas
behavior or whatever people might be doing with ittest.mp4
Note
this is my first pr here!! criticism and suggestions and changes are appreciated...
(especially on the margin calculation since the math was kinda figured out by trial & error)