sf::FloatRect geometry() { sf::Vector2f bod_pos = vHelper::toSF(m_box_body->GetPosition()); sf::Vector2f position(bod_pos.x - (m_size.x / 2), bod_pos.y - (m_size.y / 2)); return sf::FloatRect{ position.x, position.y, (float)m_size.x, (float)m_size.y }; }
virtual void setRotation(float angle) { _body->SetTransform(_body->GetPosition(), angle); }
const maths::vec2& getPosition() override { OSprite::setPosition(maths::vec2(m_Body->GetPosition().x * O_PTM_RATIO, m_Body->GetPosition().y * O_PTM_RATIO)); return m_Position; }
//metodo que posiciona el sprites //segun la posicion del body void ActualizarPosiciones(){ b2Vec2 pos=_body->GetPosition(); _sprite->SetPosition(pos.x,pos.y); }