diff options
| author | Physcik <mynameisgennadiy@vk.com> | 2026-01-29 02:55:19 +0500 |
|---|---|---|
| committer | Physcik <mynameisgennadiy@vk.com> | 2026-01-29 02:55:19 +0500 |
| commit | 9c10e3ab194115f50f0d67044ef34d386be7fa9a (patch) | |
| tree | 87f8cee46e734c2dea0cf55421e545a3f217afb4 /engine/Components/Player.go | |
| parent | bc11ae4b42547ace656381fb0ed0b3604350fcb1 (diff) | |
Dynamic objects overlay
Diffstat (limited to 'engine/Components/Player.go')
| -rw-r--r-- | engine/Components/Player.go | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/engine/Components/Player.go b/engine/Components/Player.go index c06820e..fe8c5ef 100644 --- a/engine/Components/Player.go +++ b/engine/Components/Player.go @@ -89,12 +89,12 @@ func (base *Player) Draw() { // Centers the camera center to the player func (base *Player) SnapCamera(camera *rl.Camera2D) { var offset = rl.Vector2 { - X: float32(base.Texture.Width) / 2, + X: float32(base.Texture.Width) / 2, Y: float32(base.Texture.Height) / 2, } camera.Target = rl.Vector2Add(base.Position, offset) - camera.Offset.X = float32(int32(rl.GetScreenWidth() / 2)) - camera.Offset.Y = float32(int32(rl.GetScreenHeight() / 2)) + camera.Offset.X = float32(rl.GetScreenWidth()) / 2 + camera.Offset.Y = float32(rl.GetScreenHeight()) / 2 } // If the player model size doesn't align with the sprite this function will |
