diff options
| author | physcik <mynameisgennadiy@vk.com> | 2026-03-20 13:59:24 +0500 |
|---|---|---|
| committer | physcik <mynameisgennadiy@vk.com> | 2026-03-20 13:59:24 +0500 |
| commit | d470cca696d98b2a84f1667f29139c750888cdcd (patch) | |
| tree | 6ed0b54d8a9b1a132a4eae81c87fa004b6e7b945 /engine/CoreObjects/DynamicObject.go | |
| parent | 6b7c58ea290aec748d7439caa6ba7b07cefaf628 (diff) | |
Object target scale property
Diffstat (limited to 'engine/CoreObjects/DynamicObject.go')
| -rw-r--r-- | engine/CoreObjects/DynamicObject.go | 38 |
1 files changed, 33 insertions, 5 deletions
diff --git a/engine/CoreObjects/DynamicObject.go b/engine/CoreObjects/DynamicObject.go index 0a10f0a..9b309dd 100644 --- a/engine/CoreObjects/DynamicObject.go +++ b/engine/CoreObjects/DynamicObject.go @@ -34,7 +34,35 @@ type DynamicObject struct { // represents one of those parts type TextureBlock struct { Texture *rl.Texture2D - Offset rl.Vector2 + // The space occupied by the sprite in world relative to the base object position + Window *rl.Rectangle + + // The base rectangle of the texture (calculated once in the initialization step) + baseRect *rl.Rectangle +} + +// Inintializes the texture block for futher render +func (base *TextureBlock) init() { + base.baseRect = &rl.Rectangle{ + X: 0, + Y: 0, + Height: float32(base.Texture.Height), + Width: float32(base.Texture.Width), + } +} + +func (base *TextureBlock) draw(objPos *rl.Vector2) { + var targetWindow = rl.Rectangle { + X: base.Window.X + objPos.X, + Y: base.Window.Y + objPos.Y, + Width: base.Window.Width, + Height: base.Window.Height, + } + rl.DrawTexturePro(*base.Texture, + *base.baseRect, + targetWindow, + rl.Vector2Zero(), + 0, rl.White) } type ColliderBlock struct { @@ -47,6 +75,9 @@ func (base *DynamicObject) Init(manager *SceneManager) { panic("Failed to initialize a dynamic object: the scene was not selected") } base.parentScene = manager.SelectedScene + for _, v := range base.Textures { + v.init() + } } func (base *DynamicObject) Destroy() { @@ -88,10 +119,7 @@ func (base *DynamicObject) drawOverlay() { func (base *DynamicObject) Draw() { for _, v := range base.Textures { - rl.DrawTexture(*v.Texture, - int32(base.Position.X + v.Offset.X), - int32(base.Position.Y + v.Offset.Y), - rl.White) + v.draw(&base.Position) } if settings.State.DrawColliders { for _, v := range base.Colliders { |
