bool Entity::TileLock(const math::Vector<int> &tileSize) const {
- // TODO: change position to point to the top-left corner of a tile
Vector<int> tilePosition(ToInt(position));
return tilePosition % tileSize == Vector<int>();
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
- // TODO: configurable sprite offsets
if (runner.Running()) {
runner.Draw(dest, offset + ToInt(position) + spriteOffset);
} else {