void FireTrap::Render(void) { SGD::GraphicsManager* pGraphics = SGD::GraphicsManager::GetInstance(); SGD::Point point = { m_ptPosition.x - GameplayState::GetInstance()->GetWorldCam().x, m_ptPosition.y - GameplayState::GetInstance()->GetWorldCam().y }; if (GameplayState::GetInstance()->GetDebugState()) { SGD::Rectangle rec = GetRect(); rec.Offset(-GameplayState::GetInstance()->GetWorldCam().x, -GameplayState::GetInstance()->GetWorldCam().y); pGraphics->DrawRectangle(rec, SGD::Color(0, 0, 255)); } // - Temp Code till we have sprites. //SGD::Rectangle rec = GetRect(); // rec.Offset( -GameplayState::GetInstance()->GetWorldCam().x, -GameplayState::GetInstance()->GetWorldCam().y ); // - Collision Rectangle pGraphics->DrawTexture(m_hImage, point); if (m_bStartTimer) m_pParticle.RenderPoint(point); //pGraphics->DrawRectangle( rec, SGD::Color( 255, 0, 0 ) ); }
void Player::Render(void) { if (m_pCharaterAnim != nullptr) { // Validate the image SGD_ASSERT(m_hImage != SGD::INVALID_HANDLE, "Entity::Render - image was not set!"); SGD::Point ptOffset = SGD::Point{ (m_ptPosition /*- m_szSize / 2*/).x - GameplayState::GetInstance()->GetWorldCamPosition().x, (m_ptPosition /*- m_szSize / 2*/).y - GameplayState::GetInstance()->GetWorldCamPosition().y }; SGD::Rectangle rectOffset = GetRect(); rectOffset.Offset(-GameplayState::GetInstance()->GetWorldCamPosition().x, -GameplayState::GetInstance()->GetWorldCamPosition().y); // Draw the image SGD::GraphicsManager::GetInstance()->DrawRectangle(rectOffset, SGD::Color(255, 255, 0)); //SGD::GraphicsManager::GetInstance()->DrawTexture(m_hImage, ptOffset, m_fRotation, m_szSize / 2, SGD::Color{ 255, 255, 255 }); //SGD::GraphicsManager::GetInstance()->DrawTextureSection(m_hImage, ptOffset, {0.0f, 0.0f, 64.0f, 64.0f}, m_fRotation, m_szSize / 2, SGD::Color{ 255, 255, 255 }); m_pCharaterAnim->Render(ptOffset, m_bIsFlipped); } }