void Character::Render(const SVector2& offset) { const int kTextureWidth = mSprite.GetWidth(); const int kTextureHeight = mSprite.GetHeight(); SVector2 renderPos(mPosition.x - (kTextureWidth * 0.5f), mPosition.y - kTextureHeight); mSprite.SetPosition(renderPos + offset); mSprite.Render(); }
void Fighter::Render() { const float kHalfWidth = mSprite.GetWidth() * 0.5f; const float kHalfHeight = mSprite.GetHeight() * 0.5f; SVector2 renderPos(mPosition.x - kHalfWidth, mPosition.y - kHalfHeight); mSprite.SetPosition(renderPos); mSprite.Render(); }