diff options
| -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; |