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); }
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); }