Adding rotation_shift to RotatedSprite and RotatedAnimation
Posted: Sun Nov 21, 2021 2:24 pm
WHAT
I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation, similar to LightDefinition.
WHY
When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually.
The shift property applies in an absolute way (it will shift each direction in the same direction) but what if you just want to adjust the position of the image relative to it's current orientation?
EXAMPLE
My specific case is in Cargo Ships. There's a boat that can either be a car if placed on water, or a locomotive+cargo-wagon if placed on a "rail". I can't use the same render for both because in the locomotive/cargo-wagon version, only one of the 2 entities has a sprite
I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation, similar to LightDefinition.
WHY
When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually.
The shift property applies in an absolute way (it will shift each direction in the same direction) but what if you just want to adjust the position of the image relative to it's current orientation?
EXAMPLE
My specific case is in Cargo Ships. There's a boat that can either be a car if placed on water, or a locomotive+cargo-wagon if placed on a "rail". I can't use the same render for both because in the locomotive/cargo-wagon version, only one of the 2 entities has a sprite