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Platform Data Engine 0.0.1
A data-driven game engine for platformers
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Since tilesets are drawn each in a single draw call, this isn't responsible for holding a texture or something like a normal sprite would hold. Instead it holds a tile index and a transform that can be referenced in a tileset More...
#include <TileSprite.h>
Public Member Functions | |
| TileSprite (std::shared_ptr< Tileset > tileset, b2PolygonShape &collisionShape, int tileIdx=0, bool hasPhysics=false) | |
| Constructor | |
| TileSprite (std::shared_ptr< Tileset > tileset, b2PolygonShape &collisionShape, int tileIdx=0, bool hasPhysics=false, sf::Vector2f position={ 0, 0 }) | |
| Constructor | |
| TileSprite (const TileSprite &other) | |
| Copy constructor | |
| int | getTileIdx () const |
| void | preDraw () |
Since tilesets are drawn each in a single draw call, this isn't responsible for holding a texture or something like a normal sprite would hold. Instead it holds a tile index and a transform that can be referenced in a tileset