/* Copyright: (c) Kayne Ruse 2013-2016 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "entity.hpp" void Entity::Update() { origin += motion; sprite.Update(0.016); } void Entity::DrawTo(SDL_Renderer* const renderer, int camX, int camY) { sprite.DrawTo(renderer, origin.x - camX, origin.y - camY); } SpriteSheet* Entity::GetSprite() { return &sprite; } //------------------------- //accessors & mutators //------------------------- Vector2 Entity::SetOrigin(Vector2 v) { return origin = v; } Vector2 Entity::SetMotion(Vector2 v) { return motion = v; } BoundingBox Entity::SetBounds(BoundingBox b) { return bounds = b; } Vector2 Entity::GetOrigin() { return origin; } Vector2 Entity::GetMotion() { return motion; } BoundingBox Entity::GetBounds() { return bounds; }