Fix hero avatar moving with camera
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2d9fded235
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@ -578,16 +578,15 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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V2(10.0f, (renderer->size.h * 0.5f) - (0.5f * heroAvatarSize.h));
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RenderTex heroRenderTex = {hero->tex, heroAvatarTexRect};
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renderer_rect(renderer, cameraBounds, heroAvatarP, heroAvatarSize, 0,
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heroRenderTex, V4(1, 1, 1, 1));
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renderer_staticRect(renderer, heroAvatarP, heroAvatarSize, 0, heroRenderTex,
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V4(1, 1, 1, 1));
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v4 color = V4(0, 0, 1.0f, 1);
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char *heroAvatarStr = "HP: 100/100";
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f32 strLenInPixels =
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CAST(f32)(font->maxSize.w * common_strlen(heroAvatarStr));
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v2 strPos = V2(heroAvatarP.x, heroAvatarP.y - (0.5f * heroAvatarSize.h));
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renderer_staticString(&state->renderer, font, heroAvatarStr, strPos, 0,
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color);
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V4(0, 0, 1, 1));
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#ifdef DENGINE_DEBUG
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/* Render debug info stack */
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@ -27,10 +27,18 @@ typedef struct RenderQuad
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
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f32 rotate, RenderTex renderTex, v4 color);
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inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
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f32 rotate, RenderTex renderTex, v4 color)
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{
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v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
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renderer_rect(renderer, staticCameraBounds, pos, size, rotate, renderTex,
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color);
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}
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void renderer_string(Renderer *const renderer, v4 cameraBounds,
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Font *const font, const char *const string, v2 pos,
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f32 rotate, v4 color);
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@ -39,8 +47,9 @@ inline void renderer_staticString(Renderer *const renderer, Font *const font,
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const char *const string, v2 pos, f32 rotate,
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v4 color)
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{
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renderer_string(renderer, V4(0, renderer->size.h, renderer->size.w, 0),
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font, string, pos, rotate, color);
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v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
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renderer_string(renderer, staticCameraBounds, font, string, pos, rotate,
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color);
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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