コード例 #1
0
void SFAsset::OnRender(SDL_Surface * level) {
  // 1. Get the SDL_Rect from SFBoundingBox
  SDL_Rect rect;

  Vector2 gs = (*(bbox->centre) + (*(bbox->extent_x) * -1)) + (*(bbox->extent_y) * -1);
  Vector2 ss = GameSpaceToScreenSpace(gs);
  rect.x = ss.getX();
  rect.y = ss.getY();
  rect.w = bbox->extent_x->getX() * 2;
  rect.h = bbox->extent_y->getY() * 2;

  // 2. Blit the sprite onto the level
  SDL_BlitSurface(sprite, NULL, level, &rect);
}
コード例 #2
0
void SFAsset::OnRender() {
  // 1. Get the SDL_Rect from SFBoundingBox
  SDL_Rect rect;

  Vector2 gs = (*(bbox->centre) + (*(bbox->extent_x) * -1)) + (*(bbox->extent_y) * 1);
  Vector2 ss = GameSpaceToScreenSpace(sf_window->getRenderer(), gs);
  rect.x = ss.getX();
  rect.y = ss.getY();
  rect.w = bbox->extent_x->getX() * 2;
  rect.h = bbox->extent_y->getY() * 2;

  // 2. Blit the sprite onto the level
  SDL_RenderCopy(sf_window->getRenderer(), sprite, NULL, &rect);
}