Making sprites orbit while keeping their orientation fixed
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OrbitMaster
Posted on January 30, 2024 • Intermediate
🌍 Sprite orbital motion without visual rotation
Hey everyone! I’m working on a space simulation where I need a satellite sprite to orbit around a planet. Here’s my challenge:
What I want to achieve:
- Sprite moves in a perfect circle around a central point
- Sprite maintains its visual orientation (doesn’t appear to rotate)
- Smooth, continuous orbital motion
Current approach:
I’m positioning the sprite’s artwork away from the costume center and using the built-in rotation, but this makes the sprite visually rotate as it orbits. I need the sprite to stay “upright” while moving in the circular path.
I could create hundreds of costume frames for each position, but that seems inefficient. Is there a mathematical approach using trigonometry? 🤔
TrigMath_Expert
Replied 2 hours later • ⭐ Best Answer
Perfect question @OrbitMaster! This is exactly what trigonometry is for. You can create smooth orbital motion without any visual rotation using sine and cosine functions:
🧮 Orbital Motion Mathematics
Here’s how orbital motion works mathematically:
🔧 Step 1: Basic Orbital Motion Setup
First, set up the essential variables and basic orbit:
when flag clicked // Initialize orbital parameters set [orbit radius v] to [100] set [orbit speed v] to [2] set [center x v] to [0] set [center y v] to [0] set [angle v] to [0] // Start the orbital motion forever // Calculate new position using trigonometry set x to (((cos of (angle)) * (orbit radius)) + (center x)) set y to (((sin of (angle)) * (orbit radius)) + (center y)) // Increment angle for continuous motion change [angle v] by (orbit speed) // Keep angle within 0-360 range if <(angle) > [360]> then change [angle v] by [-360] end end
⏰ Step 2: Time-Based Smooth Motion
For even smoother motion, use the timer for consistent speed:
when flag clicked // Reset timer for consistent motion reset timer // Set orbital parameters set [orbit radius v] to [150] set [orbit speed v] to [60] // degrees per second set [center x v] to [0] set [center y v] to [0] forever // Calculate angle based on elapsed time set [current angle v] to ((timer) * (orbit speed)) // Calculate position using trigonometry set x to (((cos of (current angle)) * (orbit radius)) + (center x)) set y to (((sin of (current angle)) * (orbit radius)) + (center y)) end
🎮 Step 3: Advanced Orbital Features
Add elliptical orbits and variable speeds:
// Create elliptical orbit define elliptical orbit (horizontal radius) (vertical radius) (speed) set [angle v] to [0] forever set x to (((cos of (angle)) * (horizontal radius)) + (center x)) set y to (((sin of (angle)) * (vertical radius)) + (center y)) change [angle v] by (speed) end // Multiple orbit example when flag clicked if <(sprite name) = [satellite 1]> then elliptical orbit [100] [100] [2] :: custom // circular else if <(sprite name) = [satellite 2]> then elliptical orbit [150] [75] [1.5] :: custom // elliptical end end
🌟 Step 4: Maintaining Sprite Orientation
Keep the sprite facing the same direction throughout the orbit:
when flag clicked // Set initial direction and lock it point in direction [90] // or whatever direction you want set rotation style [don't rotate] // Alternative: Face a specific direction relative to orbit forever // Calculate orbital position set x to (((cos of (angle)) * (orbit radius)) + (center x)) set y to (((sin of (angle)) * (orbit radius)) + (center y)) // Optional: Face the center (like a moon always showing same side) point towards [planet v] turn right [90] degrees // adjust as needed change [angle v] by (orbit speed) end
🚀 Step 5: Multiple Satellites System
Create a complete orbital system with multiple objects:
// For each satellite sprite when flag clicked // Each satellite gets unique parameters if <(sprite name) = [satellite 1]> then set [my radius v] to [80] set [my speed v] to [3] set [my start angle v] to [0] else if <(sprite name) = [satellite 2]> then set [my radius v] to [120] set [my speed v] to [2] set [my start angle v] to [180] // start on opposite side end end set [my angle v] to (my start angle) forever set x to (((cos of (my angle)) * (my radius)) + (center x)) set y to (((sin of (my angle)) * (my radius)) + (center y)) change [my angle v] by (my speed) end
This approach gives you perfect orbital motion with complete control over orientation! 🛰️
OrbitMaster
Replied 1 hour later
@TrigMath_Expert This is absolutely brilliant! 🌟 The trigonometry approach works perfectly!
I implemented the time-based version and now my satellites orbit smoothly while staying upright. The math makes so much more sense than trying to manage hundreds of costume frames.
Quick question: How would I make the orbit speed vary based on distance from the center (like real planetary motion)?
AstroSimulator
Replied 3 hours later
@OrbitMaster Great follow-up question! For realistic orbital mechanics (Kepler’s laws), you can implement variable orbital speed:
// Realistic orbital speed based on distance define realistic orbit (max radius) (min radius) set [angle v] to [0] forever // Calculate current radius (elliptical orbit) set [current radius v] to ((max radius) + ((min radius) * ([cos v] of ((angle) * [2])))) // Speed inversely proportional to distance (Kepler's 2nd law) set [orbital speed v] to ([100] / (current radius)) // Calculate position set x to (([cos v] of (angle)) * (current radius)) set y to (([sin v] of (angle)) * (current radius)) change [angle v] by (orbital speed) end
This creates realistic orbital mechanics where objects move faster when closer to the center! 🪐
Vibelf_Community
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