blue line is hypotenuse
From there you can simply linearly add Pi/4 to the angle (45 degrees), then use:
newx = cos(newAngle)*dist;
newy = sin(newAngle)*dist;
http://gamedev.stackexchange.com/questions/14733/aabb-of-rotated-sprite
blue line is hypotenuse
From there you can simply linearly add Pi/4 to the angle (45 degrees), then use:
newx = cos(newAngle)*dist;
newy = sin(newAngle)*dist;
http://gamedev.stackexchange.com/questions/14733/aabb-of-rotated-sprite
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