fix collider debug rendering

This commit is contained in:
Evan Pratten 2021-04-24 14:51:00 -04:00
parent d52af77a47
commit 02d6743023

View File

@ -3,7 +3,11 @@ mod playerlogic;
use raylib::prelude::*;
use crate::{gamecore::{GameCore, GameState}, lib::wrappers::audio::player::AudioPlayer, pallette::{SKY, WATER}};
use crate::{
gamecore::{GameCore, GameState},
lib::wrappers::audio::player::AudioPlayer,
pallette::{SKY, WATER},
};
use super::screen::Screen;
@ -42,7 +46,7 @@ impl InGameScreen {
height: game_core.resources.cave_mid_layer.height as f32,
};
// Clear the background
// Clear the background
context_2d.draw_rectangle_rec(world_bounds, WATER);
// Render the world texture
@ -51,7 +55,7 @@ impl InGameScreen {
source_bounds,
Vector2 {
x: world_bounds.x,
y: world_bounds.y
y: world_bounds.y,
},
Color::WHITE,
);
@ -62,10 +66,18 @@ impl InGameScreen {
context_2d: &mut RaylibMode2D<RaylibDrawHandle>,
game_core: &mut GameCore,
) {
// Render every collider
for collider in game_core.world.colliders.iter() {
context_2d.draw_rectangle_lines_ex(collider, 2, Color::RED);
context_2d.draw_rectangle_lines_ex(
Rectangle {
x: collider.x - (collider.width / 2.0),
y: collider.y - (collider.height / 2.0),
width: collider.width,
height: collider.height,
},
2,
Color::RED,
);
}
}
}