SDLPP: add function that returns absolute position
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@ -46,6 +46,9 @@ void RenderObject::setPos( const Vec2D< double > &vec ) {
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Vec2D< double > RenderObject::getPos() const {
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Vec2D< double > RenderObject::getPos() const {
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return original;
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return original;
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}
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}
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Vec2D< double > RenderObject::getAbsolutePos() const {
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return current;
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}
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std::vector< uint64_t >
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std::vector< uint64_t >
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RenderObject::colidesWith( const RenderObject &other ) const {
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RenderObject::colidesWith( const RenderObject &other ) const {
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if ( !hasCollisions() || !other.hasCollisions() || getHidden() ||
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if ( !hasCollisions() || !other.hasCollisions() || getHidden() ||
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@ -289,7 +292,8 @@ void RenderObject::rotateCounterClockwise( int angle ) {
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rotateClockwise( 360 - ( angle % 360 ) );
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rotateClockwise( 360 - ( angle % 360 ) );
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}
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}
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Vec2D< double > RenderObject::computeAlignmentAdditions() {
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Vec2D< double > RenderObject::computeAlignmentAdditions() {
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double x_addition = 0, y_addition = 0;
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double x_addition = 0;
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double y_addition = 0;
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auto dimensions = renderer->getDoubleDimensions();
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auto dimensions = renderer->getDoubleDimensions();
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auto width_diff = dimensions.getX() - 1;
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auto width_diff = dimensions.getX() - 1;
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auto height_diff = dimensions.getY() - 1;
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auto height_diff = dimensions.getY() - 1;
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@ -46,6 +46,7 @@ public:
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virtual void setPos( const std::pair< double, double > &pos );
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virtual void setPos( const std::pair< double, double > &pos );
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virtual void setPos( const Vec2D< double > &vec );
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virtual void setPos( const Vec2D< double > &vec );
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virtual Vec2D< double > getPos() const;
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virtual Vec2D< double > getPos() const;
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virtual Vec2D< double > getAbsolutePos() const;
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std::vector< uint64_t > colidesWith( const RenderObject &other ) const;
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std::vector< uint64_t > colidesWith( const RenderObject &other ) const;
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template < class T > void addCollision( const T &p ) {
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template < class T > void addCollision( const T &p ) {
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collisions.push_back( std::make_shared< T >( p ) );
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collisions.push_back( std::make_shared< T >( p ) );
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