void RenderSystem::update(float dt, std::vector<GameObject*>* objects) { for (Ite i = objects->begin(); i != objects->end(); i++) { RenderComponent* render = (*i)->getComponent<RenderComponent>(); if (render != nullptr) { RectangleShape shape = *render->getDrawable(); PhysicsComponent* physics = (*i)->getComponent<PhysicsComponent>(); if (physics != nullptr) { Vector2f position = mScale * flipY(physics->getBody()->GetPosition()); shape.setPosition(position); shape.setSize(1.02f * mScale * physics->getSize()); shape.setOrigin(shape.getSize() * 0.5f); // positive direction is opposite in Box2D shape.setRotation(-1.0f * physics->getBody()->GetAngle() * 180 / b2_pi); } mWindow->draw(shape); } } }