diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-21 20:23:19 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-21 20:23:19 +0100 |
commit | 9b4fecb5e3996a418502a696b79be92d226f23b1 (patch) | |
tree | dcb5282c36349af726b6ad553fb4fc8c386ce038 | |
parent | 115d6f50152dc018073345800ca90b85846ebaa9 (diff) |
rendering particles in at the center point and not in the top left corner.
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 4 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 6 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 00523a6..26327b0 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -107,10 +107,10 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, const Camera & cam) const { - double adjusted_x = (pos.x - cam.x) * cam.zoom; - double adjusted_y = (pos.y - cam.y) * cam.zoom; double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom; + double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2; + double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2; return SDL_Rect{ .x = static_cast<int>(adjusted_x), diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..dd85689 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,14 +23,14 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component<Sprite>( - make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ @@ -55,7 +55,7 @@ int main(int argc, char * argv[]) { game_object.add_component<Camera>(Color::WHITE); game_object - .add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color, + .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; |