void SnappingUtils::snap() { QgsPointLocator::Match match = snapToMap( QPoint( mInputCoordinate.x(), mInputCoordinate.y() ) ); mSnappingResult = SnappingResult( match ); emit snappingResultChanged(); }
/* ================================================================================================================================================================= logic() performs logical stuff on the ghost ================================================================================================================================================================= */ void Ghost::logic(const sf::Vector2i mousePos, const int maxWidth, const int maxHeight, const sf::RenderWindow& window) { xPos = mGhostRect.getPosition().x / 40; //Set a variable for y position that is relative to the "tile map" (1px = 40px) yPos = mGhostRect.getPosition().y / 40; //Set a variable that x position is relative to the "tile map" (1px = 40px) goToMouse(mousePos, maxWidth, maxHeight, window); //Sets the sprites position to the mouse position (if possible) isOutOfBounds(maxWidth, maxHeight); //Checks if the ghost somehow got out of bounds :/ snapToMap(); //Snaps the ghost to the tile grid }