private static void DrawRotatedCharacter(CanvasCharacterRenderer characterRenderer) { characterRenderer.CalculateEntityDrawPosition(); //var TO_RADIANS = JsMath.PI / 180; // save the current co-ordinate system // before we screw with it _canvasRenderingContext2D.save(); // move to the middle of where we want to draw our image _canvasRenderingContext2D.translate(characterRenderer.RenderPosition.X, characterRenderer.RenderPosition.Y); // rotate around that point, converting our // angle from degrees to radians _canvasRenderingContext2D.rotate(characterRenderer.RenderRotation);// * TO_RADIANS); // draw it up and to the left by half the width // and height of the image // _canvasRenderingContext2D.drawImage(_playerImage, -(image.width / 2), -(image.height / 2)); _canvasRenderingContext2D.drawImage(_playerImage, characterRenderer.RenderPosition.X, characterRenderer.RenderPosition.Y, characterRenderer.RenderPosition.Width, characterRenderer.RenderPosition.Height); // and restore the co-ords to how they were when we began _canvasRenderingContext2D.restore(); }
private static void DrawCharacter(CanvasCharacterRenderer characterRenderer) { characterRenderer.CalculateEntityDrawPosition(); _canvasRenderingContext2D.drawImage(_playerImage, characterRenderer.RenderPosition.X, characterRenderer.RenderPosition.Y,characterRenderer.RenderPosition.Width, characterRenderer.RenderPosition.Height); }