diff options
author | cflip <cflip@cflip.net> | 2022-09-24 19:27:59 -0600 |
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committer | cflip <cflip@cflip.net> | 2022-09-24 19:27:59 -0600 |
commit | 0d5aca0234e477d79d980677e6fbdf7c2d19b8fa (patch) | |
tree | db93493984da9fea7d545fcedd269b107c0ab60d | |
parent | 420104f439c54a65b209f7e33c7dc8b7790d472a (diff) |
Only rotate basketball sprite instead of entire object
This way if we want to move the sprite around, the rotation of the
basketball will not cause the sprite to 'orbit' the origin.
-rw-r--r-- | scripts/basketball.gd | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/scripts/basketball.gd b/scripts/basketball.gd index d4a5a66..407c473 100644 --- a/scripts/basketball.gd +++ b/scripts/basketball.gd @@ -29,14 +29,14 @@ func shoot(): # Override the default physics when we want to manually set the position and rotation. func _integrate_forces(state): if waiting_for_shoot: - state.transform = Transform2D(spin_rotation, start_position) + state.transform.origin = start_position state.linear_velocity = Vector2() state.angular_velocity = 0 # Temporary testing controls func _process(delta): if waiting_for_shoot: - spin_rotation += spin_speed * delta + $Sprite.rotation += spin_speed * delta if Input.is_action_pressed("ui_left"): start_position.x -= move_speed * delta if Input.is_action_pressed("ui_right"): |