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Rotating Circle.


i'm making a wheel of fortune clone so i need somehelp with the 'wheel'.
1) how do i create a circle that is divided up into 20 or so different sections
2) how do i print the money TEXT on those pieces so it is sideways like in the tv show wheel.
3) how do i rotate the circle (some sort of trig function?)
4) when the wheel stops on a certain point (say 12'o clock) how do i determine what money value stopped on that marker.

thanks for any help.




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Public Type XY
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Function RotateXY(Center as XY, Angle as long, PointToRotate as XY) as XY
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Hi folks,

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*** EDIT ***


Code:
Gun.position = test2
Gun.OpenWorld
Gun.rotate (pi / 2) + ViewingAngle, 0, 0
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I am looking for a way to rotate an image by X degrees. (ie not the rotateflip function)

I found the GdipRotateWorldTransform function that seemed to fit the bill but havent yet got it working properly.
If anyone can shed any light on what Im doing wrong I would appreciate it.

My first try :

Public Function RotateImage(ByRef hImage As Long, ByVal angle As Single)
Dim uOrder As MatrixOrder
Dim retval As Long
Dim hGraphics As Long

If IsAGoodImage(hImage) Then
uOrder = MatrixOrderPrepend
retval = GdipGetImageGraphicsContext(hImage, hGraphics)
retval = GdipRotateWorldTransform(hGraphics, angle, uOrder)
retval = GdipDeleteGraphics(hGraphics)
End If
End Function

When this didnt work I thought it might be because the graphics was being destroyed and not being applied. So I thought, the way to apply the change is to draw it.
So then I tried this:

Public Function RotateImage(ByRef hImage As Long, ByVal angle As Single)
Dim uOrder As MatrixOrder
Dim retval As Long
Dim hGraphics1 As Long
Dim hGraphics2 As Long
Dim hClone As Long

If IsAGoodImage(hImage) Then
uOrder = MatrixOrderPrepend

'because any changes to Graphics arent written to the image until it is drawn
'we need to make a copy of our original image
'then rotate this
'then draw those changes back onto our original image
'at least... thats the plan
retval = GdipCloneImage(hImage, hClone)
'get graphics of the images
retval = GdipGetImageGraphicsContext(hClone, hGraphics1)
retval = GdipGetImageGraphicsContext(hImage, hGraphics2)
'rotate the cloned image
retval = GdipRotateWorldTransform(hGraphics1, angle, uOrder)
'and then draw that change back onto the original image
retval = GdipDrawImageI(hGraphics2, hClone, 0, 0)
'clean up
retval = GdipDeleteGraphics(hGraphics1)
retval = GdipDeleteGraphics(hGraphics2)
retval = GdipDisposeImage(hClone)
End If
End Function

But, it still doesnt work.

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hi
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Hi guys,

At my highschool, we've learned how to move objects (i.e. shapes) in horizontal and vertical directions. We were then able to apply this idea to move objects diagonally.

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Hi all,

I'm trying to rotate an image:

Code:
Option Explicit
Private Const PI As Long = 22 / 7
Private Declare Function SetPixel Lib "gdi32" _
(ByVal hdc As Long, _
ByVal x As Long, _
ByVal y As Long, _
ByVal crColor As Long) As Long

Private Declare Function GetPixel Lib "gdi32" _
(ByVal hdc As Long, _
ByVal x As Long, _
ByVal y As Long) As Long

Private Sub cmdDraw_Click()
Dim lngColour As Long
Dim intOriginX As Integer
Dim intOriginY As Integer
Dim sngAngle As Single
Dim sngRads As Single
Dim lngY As Long
Dim lngY1 As Long
Dim lngX As Long
Dim lngPointY As Long
Dim lngPointX As Long
Dim lngLength As Long
Dim lngLen As Long
Dim lngReturn As Long
sngRads = PI * 180
lngColour = vbBlack
Picture1.ForeColor = lngColour
Picture1.ScaleMode = 3
'
' Origin values define the centre of the Image
'
intOriginX = Picture1.ScaleWidth / 2
intOriginY = Picture1.ScaleHeight / 2
'
' Draw the cross hairs through the Origins
'
lngY = intOriginX
lngLen = 20
For lngX = intOriginX - lngLen To intOriginX + lngLen
lngReturn = SetPixel(Picture1.hdc, lngX, lngY, vbBlack)
Next lngX
lngX = intOriginX
For lngY = intOriginY - lngLen To intOriginY + lngLen
lngReturn = SetPixel(Picture1.hdc, lngX, lngY, vbBlack)
Next lngY
'
' Draw the Arrow Head
'
lngLength = 10
Picture1.ForeColor = vbRed
For lngY = intOriginY To (intOriginY + 30) Step 2
For lngX = 0 To lngLength
For lngY1 = lngY To lngY + 2
lngReturn = SetPixel(Picture1.hdc, intOriginX + lngX, lngY1, vbRed)
lngReturn = SetPixel(Picture1.hdc, intOriginX - lngX, lngY1, vbRed)
Next lngY1
Next lngX
lngLength = lngLength - 1
Next lngY
End Sub

Private Sub cmdRotate_Click()
Dim lngX As Long
Dim lngY As Long
Dim lngX1 As Long
Dim lngY1 As Long
Dim lngXMin As Long
Dim lngYMin As Long
Dim lngReturn As Long
Dim lngColour As Long
Dim sngAngle As Single
Dim sngSin As Single
Dim sngCos As Single
Dim intOffSetX As Long
Dim intOffSetY As Long
Dim lngBack As Long
Dim lngLen As Long
'
' Ensure both PictureBoxes are identical in dimensions
' and (important) configuration
'
Picture2.ScaleMode = Picture1.ScaleMode
Picture2.ScaleWidth = Picture1.ScaleWidth
Picture2.ScaleHeight = Picture1.ScaleHeight
Picture2.Width = Picture1.Width
Picture2.Height = Picture1.Height

Picture2.BackColor = vbWhite
'
' Get the background colour
' It's used later to stop the process from
' copying the background to PictureBox2
'
lngBack = GetPixel(Picture1.hdc, 0, 0)
'
' OffSet values define the Rotation Point
' (They just happen to be in the centre of the Image)
'
intOffSetX = (Picture1.ScaleWidth) / 2
intOffSetY = (Picture1.ScaleHeight) / 2

lngColour = vbBlue
'
' Angle of Rotation
'
sngAngle = 180
Picture2.Cls
'
' The angle doesn't change so its outside of the loops
'
sngSin = Sin(sngAngle * PI / 180)
sngCos = Cos(sngAngle * PI / 180)
'
' Perform the rotation
'
lngXMin = 0
lngYMin = 0
For lngY = lngYMin To Picture1.ScaleHeight - 1
lngX1 = (((lngXMin - intOffSetX) * sngCos) + ((lngY - intOffSetY) * sngSin) + intOffSetX)
lngY1 = (((lngY - intOffSetY) * sngCos) - ((lngXMin - intOffSetX) * sngSin) + intOffSetY)
For lngX = lngXMin To Picture1.ScaleWidth - 1
'
' Ensure that the Pixel is within the PictureBox
'
If (lngX1 <= Picture1.ScaleWidth - 1 And lngX1 >= 0) _
And _
(lngY1 <= Picture1.ScaleHeight - 1 And lngY1 >= 0) Then

lngReturn = GetPixel(Picture1.hdc, lngX1, lngY1)
If lngReturn <> -1 Then
' Check if this is the background colour
' if it is then ignore it
'
'(Commented out so the background can be seen)
'
'If lngReturn <> lngBack Then
lngReturn = SetPixel(Picture2.hdc, lngX, lngY, lngReturn)
'End If
Else
'
' This shouldn't happen
' (I think) but it does
'
Debug.Print lngX1; " "; lngY1
End If
End If
'
' Increment the values
' (Put here to reduce the amount of calculations
' both values increase by a fixed amount each time
' through the loop)
'
lngX1 = (lngX1 + sngCos)
lngY1 = (lngY1 - sngSin)
Next lngX
Next lngY
MsgBox "End"
End Sub
Subrotine cmdDraw creates the Image in PictureBox1 and cmdRotate should rotate it by 180 degrees and draw the rotated object in PictureBox2.
Well, it has a very good go but it's not quite there. I end up with about a 160 degree rotation, the problem being, I think, that the codes is going outside of the boundaries of PictureBox1 and I can't for the life of me work out how or where. (I've posted all the code as it's easier to see the problem by actually running it - at least it's easier for me !)

Any help would be greatly appreciated.

Regards
Doug

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So i have checked out OnErrors script for rotating images...

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currently now it rotates the image, and the movement looks more humorous than realistic.

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i'm a newbie in programming DX 3D.
In the last weeks i startet with DirectDraw and so i've coded a little 2Darcade-game to learn it and get experience in easy game programming.

now that 2D stuff is not interesting anymore.
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i've set my self the goal to programm a 3d cube or something like that which is rotating. The sides of the cube should get bitmaps on their surfaces.

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on keydown
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end keydown

on keyup
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Ok I want to make a program that allows me to have a picture (eg JPG,BMP,GIF) rotate, like in the paint programs that you can put them on angles.
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Maybe someone could make an example program like have a text box that you type in how much you want the image rotated
and a image box with some image in it, which would be rotated

~

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Is there any practicle way to rotate sprites during runtime that doesnt take a minute to do? I'm working a 2d space game using DirectDraw and a ship that is drawn in the same way the asteroids ship is, just 4 lines the make a little ship, and I can rotate it easy by simply moving the points that draw the lines. But using lines to have a ship leaves a nice gaping hole in the middle which I would like to be filled with color. The easiest way I see of doing this is to just use a sprite, and it would be even easier if I could make one sprite and just rotate it instead of making alot of them to keep ship rotating smooth.

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Code:
Dim x As Single
x = Sin(count)
ShotGun.rotate x, 0, 0
this works but when i do this:

Code:
Dim x As Single
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I've searched time and time again, and I can't find what I need...

I can use Textbox, Picturebox, or label, it doesn't matter...

I need to rotate... a barcode, yes a barcode...

90 degrees...

I can do this on the form (surface of the form) but I can't get it to be on top of any items (The problem is it needs to be on the frame)

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Does anyone know how to rotate an image on a form. For instance I want to rotate an image from up to down or right to left depending on what key I press. Any help would be greatly appreciated. Preferably a picture box. Thanx in advance.

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If Anybody Has ANY IDEA On How To Rotate A Picture (Image) Then Please Can You Help Me Out...I'm Sure There Are Also Alot Of Other People That Wouldn't Mind Knowing How It's Done

Tank You Vedy Much

Rotating Images
How do you make images rotate?
Is there a way to do this outside of DX?

Rotating Images
How do you rotate images?
Well, what is the easiest way outside of DX?

Trying to make an asteroids game, and being able to rotate the image will cut off multiple images of the same object but in different facings...

Help With Rotating Images
i made an application of a yield sign.. & it's going to appear as if it's spinning. i have 3 different pics but when i go into the form load saying which picture is visible.. i used sub procedures to draw the signs.. but how do i say something like "picSign.Visible=True" for a sub procedure? if this helps you understand:


Code:
Option Explicit
Private intIncrement As Integer
Private Sub Form_Load()



End Sub
Sub DrawSideOfSign()
picSign.DrawWidth = 20
picSign.Line (2040, 2280)-(2040, 240), vbRed
picSign.DrawWidth = 5
picSign.Line (2040, 2400)-(2040, 3480), vbBlack
End Sub
Sub DrawBackOfSign()
picSign.DrawWidth = 20
picSign.Line (360, 240)-(3600, 240), vbRed
picSign.Line (360, 240)-(2040, 2280), vbRed
picSign.Line (3600, 240)-(2040, 2280), vbRed
picSign.DrawWidth = 5
picSign.Line (2040, 2400)-(2040, 3480), vbBlack
End Sub
Sub DrawFrontOfSign()
picSign.CurrentX = 1800
picSign.CurrentY = 800
picSign.Print "YIELD"
picSign.DrawWidth = 20
picSign.Line (360, 240)-(3600, 240), vbRed
picSign.Line (360, 240)-(2040, 2280), vbRed
picSign.Line (3600, 240)-(2040, 2280), vbRed
picSign.DrawWidth = 5
picSign.Line (2040, 2400)-(2040, 3480), vbBlack
End Sub

Rotating Pictures
Is it possible to rotate a picture using API functions? I don't want to use DirectX/OpenGL 'cause my program doesn't use them.

Rotating Coordinates
Hi guys,

My maths is somewhat rusty so I was hoping someone with a better understanding may be able to help.

I have a circle with a line inside (see attached - but excuse the poor image ). When the user clicks around the circle I wish to draw a straight line from the center of the circle to the x-y coordinate of the click.

I also wish to rotate the line within the circle at 90degrees to the line extending from the circle's center how do I determine at which points to draw this line?

I hope that makes sense.

Thanks in advance

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Does anyone know how to rotate a image control with the center of the image as its axis of semetry

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