Rolling and Scaling a FLATSPRITE

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SPZ1
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Rolling and Scaling a FLATSPRITE

Post by SPZ1 »

This code below is how I first figured that it would be done. Unfortunately, it didn't work and a bunch of variations didn't work either. Is there any way to do this?
Note: The 'DONE' state is being switched to with an ACS script so it is not the problem..

Code: Select all

ACTOR Septagram_Floor 19201 {
	Height 512
	Radius 256
	Scale 0.5	//128x128
	+FLATSPRITE
	//+ROLLSPRITE
	+ROLLCENTER
	States {
		Spawn:
			SEPT G 1 BRIGHT {
				roll += 3;	
			}

			Loop
		Done:
			SEPT G 1 BRIGHT {
				roll += 3;
				scaleX -= 0.05;
				scaleY -= 0.05;

				//A_SetScale(scaleX, scaleX);
			
				if (scaleX <= 0.0){
					return state("Null");
				}else{
					return state("Done");
				}
			
		
			}

			Loop
	}
}
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Jaxxoon R
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Re: Rolling and Scaling a FLATSPRITE

Post by Jaxxoon R »

Considering it looks like you want this to be some kind of floor decoration, I'd suggest adjusting the angle instead of the actor's roll. You've also got the rollsprite flag commented out, so even if you were to adjust the roll there'd be no visual effect.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Location: Germany

Re: Rolling and Scaling a FLATSPRITE

Post by Graf Zahl »

The main problem with FLATSPRITEs is that they were basically thrown into the engine due to public pressure without ever thinking through the implementation. Don't try to do any more involved stuff with them as it's really not properly defined. As long as you don't try to tilt or roll them they should be ok, but no guarantees beyond that.
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SPZ1
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Re: Rolling and Scaling a FLATSPRITE

Post by SPZ1 »

They seem to be able to roll infinitely without a problem... It is the scaling that gets messy :(
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Major Cooke
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Re: Rolling and Scaling a FLATSPRITE

Post by Major Cooke »

Use angle instead because flat sprites are horizontal without pitch.

Think of roll as doing a barrel roll. Or just like a dog rolling over and playing dead.
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