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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