[Squeakland] rotationCenter (was UI feedback)

Scott Wallace scott.wallace at squeakland.org
Tue Jan 24 09:43:09 PST 2006


Hi, Randy,

For it to work correctly on a sketch that has been *rotated*, you 
need one ugly little refinement, which is required because of the 
(unfortunate) way that morphic handles rotations.  Try this instead:



Cheers,

   -- Scott


At 9:21 AM -0500 1/24/06, Randy Heiland wrote:
>Thanks Scott.  Is it the case that this only works when Sketch's 
>heading=0 ?  I figured out how the 2 arguments affected placement of 
>the rotationCenter (rC) and created 4 scripts - each one placing it 
>in a different corner.  However, when I did a 'turn by' (or simply 
>changed the value of its heading) on the sketch, the rC scripts then 
>had no effect.
>
>
>
>--Randy
>
>
>
>
>From: Scott Wallace [mailto:scott.wallace at squeakland.org]
>Sent: Tuesday, January 24, 2006 6:48 AM
>To: Randy Heiland
>Cc: squeakland at squeakland.org
>Subject: Re: [Squeakland] UI feedback
>
>
>
>Hi, Randy,
>
>
>
>
>
>
>Cheers,
>
>
>
>   -- Scott
>
>
>
>
>
>At 4:53 AM -0500 1/24/06, Randy Heiland wrote:
>
>>Scott,
>>Apologies for being ignorant in Squeak (textual) pgming, but 
>>*exactly* what would I type into a script?  E.g., I create a 
>>rectangle 'Sketch', open its Viewer, drag out an emptyScript tile, 
>>and toggle it to show textual code -- then what?  By default, of 
>>course, the "rotation center" crosshairs is in the center of the 
>>rectangle.  Let's say I'd like to program it to be at the 
>>lower-left corner - how could I do that?
>>
>>--Randy (feel free to reply to the list; didn't know if we should 
>>keep this offline)
>>
>>On Jan 23, 2006, at 4:52 PM, Scott Wallace wrote:
>>
>>At 2:33 PM -0500 1/23/06, Randy Heiland wrote:
>>
>>... (This is also somewhat related to a question I posted a few weeks
>>back about programmatically setting the location of the rotation center, to
>>which Scott replied that it was not possible).
>>
>>>
>>>Just to clarify, my reply was that it (i.e. programmatically 
>>>setting an object's rotation center) could not done with tiles 
>>>alone, but that it was "easily accomplished" if the user were 
>>>willing to resort to using a single line of *textual* script...
>>>
>>>At 3:24 PM -0800 12/6/05, Scott Wallace wrote:
>>>
>>>
>>>
>>>However, programmatically setting an object's rotation center is
>>>
>>>easily accomplished via a *textual* script.  Send #rotationCenter: to
>>>
>>>the player's costume's renderedMorph.
>>>
>>>
>>>Cheers,
>>>
>>>   -- Scott
>>>_______________________________________________
>>>Squeakland mailing list
>>>Squeakland at squeakland.org
>>>http://squeakland.org/mailman/listinfo/squeakland
>>>
>
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