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Reply From: |
Wiskam |
Hi Jospic.
When you say “Rotation point”, you mean the origin of the rotation right?
If it’s the case, you need to place a Node2D where you want your origin point of rotation and attach your TextureButton in this Node2D.
Node2D
→ TextureButton1
→ TextureButton2 …
With this, you can move around your Node2D (and everything attached to it) to change where your rotation start with
func _ready():
set_process_input(true)
func _input(event):
if(event.type == InputEvent.KEY):
if(event.scancode == KEY_V) && (event.pressed):
## Everytime you gonna press V, the rotation will add +0.5 to the current rot position, you can change it to make it smoother or faster.
get_node("Node2D").set_rot(get_node("Node2D").get_rot()+0.5)
If you want to change the location of your rotation origin, just move around the Node2D like this (the movement won’t be smoother with this method):
get_node("Node2D").set_pos( Vector2(x, y) )
Don’t know if it’s what you would like, but eh.
Thaks for reply.
Sorry, my English is not very refined.
To “rotation point” I wanted to say the “center of rotation”.
By default sprite rotates around its texture center. With the “v” key , Godot allows you to change the center and move it within the domain of the sprite.
I would like to know if there is also a way to change it for the texture button.
jospic | 2016-05-04 14:24