feat: add rendering by transform instead of raw x and y

This commit is contained in:
illyum 2024-09-11 21:47:10 -06:00
parent 7f32a1d51b
commit 500672d06d
2 changed files with 14 additions and 0 deletions

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@ -1,8 +1,18 @@
#include "sprite_component.h" #include "sprite_component.h"
#include <raylib.h> #include <raylib.h>
#include "Logger.h"
#include "transform_component.h"
void SpriteComponent::Render(float x, float y) const { void SpriteComponent::Render(float x, float y) const {
if (texture) { if (texture) {
DrawTexture(*reinterpret_cast<Texture2D*>(texture), x, y, WHITE); DrawTexture(*reinterpret_cast<Texture2D*>(texture), x, y, WHITE);
} }
} }
void SpriteComponent::Render(TransformComponent transform) const {
if (texture) {
DrawTexture(*reinterpret_cast<Texture2D*>(texture), transform.x, transform.y, WHITE);
}
}

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@ -1,9 +1,13 @@
#pragma once #pragma once
#include "transform_component.h"
struct SpriteComponent { struct SpriteComponent {
public: public:
void* texture; // void* to abstract Texture2D void* texture; // void* to abstract Texture2D
void Render(float x, float y) const; void Render(float x, float y) const;
void Render(TransformComponent transform) const;
}; };
// Usage: // Usage: