bool Entity::TileLock(int width, int height) const {
Vector<int> tilePosition(
position.X() - (width / 2),
- position.Y() - height);
+ position.Y());
return (tilePosition.X() % width == 0) && (tilePosition.Y() % height == 0);
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
+ // TODO: configurable sprite offsets
if (animation.Running()) {
- animation.DrawCenterBottom(dest, offset + position);
+ animation.DrawCenter(dest, offset + position);
} else {
- sprite->DrawCenterBottom(dest, offset + position, orientation);
+ sprite->DrawCenter(dest, offset + position, orientation);
}
}