What you really need is something like this:
on mEllipsePath vSpritenum, vTheta, vCenter, vRadX, vRadY
-- Moves a sprite(vSpritenum) along a circular or elliptical
-- path. The radii of the path are specified by vRadX and vRadY
-- vCenter indicates the center of the path
-- e.g. mEllipsePath (1, 34.42, [30, 30], 40, 30)
-- If Y axis radius has been omitted then default to X axis radius
if VOIDP(vRadY) then
vRadY = vRadX
end if
-- Calculate the new location
x = vRadX * sin(vTheta) + vCenter[1]
y = vRadY * cos(vTheta) + vCenter[2]
-- Place the sprite
sprite(vSpritenum).loc = point(x, y)
updateStage
end mEllipsePath
I've pulled it out of my toolkit and its pretty much general. Customise it
as you wish.
HTH.
Regards,
Pranav
-----------------------------------------------------------
"Simply stated, it is sagacious to eschew obfuscation."
--Norman Augustine
<snip>
>> Actually I was thinking like Univers that there are
>> two point of the Earth. First is Sun and second is it own center. It
makes a
>> round arround the Sun and also its own center point.
>
> Mahmood,
>
> It sounds like you want two sprites--one for the earth, one for the sun.
>
> For the Earth's rotation, you could set the rotation property of the
> Earth's sprite. For the Earth's orbital movement, you could calculate the
> path relative to the sun's regpoint and move the Earth sprite. You could
> even change the Earth sprite's size and z location to give the impression
> of perspective and moving in front of/behind the Sun.
>
<snip>
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