
blue line is hypotenuse
From there you can simply linearly add Pi/4 to the angle (45 degrees), then use:
<code>newx = cos(newAngle)*dist; newy = sin(newAngle)*dist;</code>
http://gamedev.stackexchange.com/questions/14733/aabb-of-rotated-sprite
blue line is hypotenuse
From there you can simply linearly add Pi/4 to the angle (45 degrees), then use:
<code>newx = cos(newAngle)*dist; newy = sin(newAngle)*dist;</code>
http://gamedev.stackexchange.com/questions/14733/aabb-of-rotated-sprite