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path: root/engine/Components/Player.go
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Diffstat (limited to 'engine/Components/Player.go')
-rw-r--r--engine/Components/Player.go6
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