}
-void AnimationRunner::Draw(SDL_Surface *dest, geometry::Vector<int> position) const {
+void AnimationRunner::Draw(SDL_Surface *dest, math::Vector<int> position) const {
GetSprite()->Draw(dest,
position + animation->Offset(Frame()),
animation->Col(Frame()) + ColOffset(),
animation->Row(Frame()) + RowOffset());
}
-void AnimationRunner::DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const {
- geometry::Vector<int> offset(-GetSprite()->Width(), 0);
+void AnimationRunner::DrawTopRight(SDL_Surface *dest, math::Vector<int> position) const {
+ math::Vector<int> offset(-GetSprite()->Width(), 0);
Draw(dest, position + offset);
}
-void AnimationRunner::DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const {
+void AnimationRunner::DrawCenter(SDL_Surface *dest, math::Vector<int> position) const {
Draw(dest, position - (GetSprite()->Size() / 2));
}
-void AnimationRunner::DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const {
- geometry::Vector<int> offset(-GetSprite()->Width() / 2, -GetSprite()->Height());
+void AnimationRunner::DrawCenterBottom(SDL_Surface *dest, math::Vector<int> position) const {
+ math::Vector<int> offset(-GetSprite()->Width() / 2, -GetSprite()->Height());
Draw(dest, position + offset);
}