Rotation[✔].
My next step is step is movement based on the ships "angle" variable. However, I'm not sure how to access that variable. I'm not exactly sure the spinning is anything more than an animated image. I want to lock it to an variable named ship.angle. ship.angle is pseudo-code, but you get what I'm saying though, right? Tell me how to really code it, please. I'm thinking that I need to find a way to plug these two into game editor...
x = x + cos( angle ) * speed;
y = y + sin( angle ) * speed;
That's the way part 1 worked, anyway.
Any suggestions? I'm going to need to know how to reference the ship's "angle" (↑variable↑) so I can plug stuff into that variable. Then my next step is to move the ship based on "speed" variable...
I believe the current way my game is, it's simply an animated image of the ship spinning.
Generally, I need to know how to access that variable (the ship's "angle" variable). I think there currently aren't any variables. I THINK. I could be wrong. I believe it's just an animated 24 frame image.
I have 3 requests:
1. Tell me how to link the ships rotation variable named "angle". "angle" will increment or decrement when right or left are held.
2. When the "thrust" button (it used to be the "up" key, and I guess it will be that way again) is pressed, have the ship move following the math already mentioned:
x = x + cos( angle ) * speed;
y = y + sin( angle ) * speed;
3. Should I shrink the ship? The reason it's so big is that I intended for the camera to zoom out. If you think this is a bad idea, now would be the best time to fix it, when the project about amounts to just about nothing.