Rotation in Microsoft Word

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Rotation
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Using the rotation argument, you can rotate the image before it is drawn to the screen. You need to specify the angle in radians, so if you want to rotate your image clockwise over 20 degrees, you can specify MathHelper.ToRadians(20), which will do the conversion for you.
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Note 2*PI radians correspond to 360 degrees, so PI radians correspond to 180 degrees. If you want to
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rotate over 20 degrees, you can also specify MathHelper.PI/180.0f*20.0f as an argument.
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The origin argument allows you to specify which point in the image you want to be positioned on the screen at the position you ve specified in the second argument. For example, if you specify (0,0) for both arguments, the top-left pixel of the image will be placed in the top-left corner of the screen, as indicated in the top-left image of Figure 3-2.
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Figure 3-2. Image origin (offset) argument If you have a 64 64 image and you specify (0,0) as the screen position and (32,32) as the image origin, the center point of the image will be positioned at the top-left corner of the screen, as shown in the top-middle image of Figure 3-2. If you specify (32,32) for both arguments, the center position of the image will be positioned at the (32,32) screen coordinate, as shown in the top-right image. Note that this yields the same effect as in the top-left case. More important, the position you specify as the image origin will be taken as the rotation origin. In the top-left case, where you specified (0,0) as the image origin, the image will be rotated around this point, as shown in the bottom-left image of Figure 3-2. If you specify (32,32) as the image origin, the image will be rotated around its center point, as shown in the bottom-right image.
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C HA PTER 3 WORKING WITH 2D IMA GES/TEXTU RES IN XN A 2.0
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If you want to make your image larger/smaller before it is drawn to the screen, you can specify this in the scale argument. Because this argument accepts a Vector2, you can stretch the image differently in the horizontal and vertical directions. For example, specifying (0.5f, 2.0f) will shrink the width to half of the original width, while the height is stretched to double the original image height.
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Mirroring
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The effects argument allows you to mirror the image horizontally or vertically. As with most flags, you can also specify both using SpriteEffects.FlipHorizontally|SpriteEffects.FlipVertically, which has the same effect as rotating the image over 180 degrees.
Layer Depth
The last argument allows you to specify which layer the image is on, which is useful when you want multiple images to be drawn on top of each other. You can find more information on this in the next two recipes.
The Code
The following simple code example enables all default effects on the image before rendering it to the screen: protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1, 0); spriteBatch.Begin(); spriteBatch.Draw(myTexture, new Vector2(50, 100), null, Color.White, MathHelper.ToRadians(20), new Vector2(32, 32), new Vector2(0.5f, 2.0f), SpriteEffects.FlipVertically, 0); spriteBatch.End(); base.Draw(gameTime); }
3-3. Render Transparent Images Using Layers
The Problem
In most cases, you will want to render multiple images on top of each other. The main problem is that all images are full rectangles, so they will cover the images rendered earlier. You also need to make sure you render the background images first.
CHAPTER 3 WORKING WITH 2D IMAGES /TEXTURES IN XNA 2.0
The Solution
Using XNA, you can specify the layer, or the depth of the images that should be rendered. The images on the deepest layer will be rendered first. Most image formats support transparency. This means that in addition to the red, green, and blue color information, they also carry alpha information. When transparency is enabled, transparent regions of an image will show the image underneath. In XNA, you can also specify a color, which will be treated as transparent. This is useful for images that don t have any transparency information encoded.
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