From 01752b77d96395855e20ac94369e08234cb3c532 Mon Sep 17 00:00:00 2001 From: Josh Deprez Date: Wed, 1 Sep 2021 09:55:18 +1000 Subject: [PATCH] tweaks --- engine/camera.go | 3 +-- engine/walls.go | 2 +- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/engine/camera.go b/engine/camera.go index 2f053f5..66022bb 100644 --- a/engine/camera.go +++ b/engine/camera.go @@ -40,8 +40,7 @@ func (c *Camera) Prepare(game *Game) error { } // Transform returns the camera transform. -func (c *Camera) Transform() ebiten.DrawImageOptions { - var opts ebiten.DrawImageOptions +func (c *Camera) Transform() (opts ebiten.DrawImageOptions) { opts.GeoM.Translate(float2(c.Centre.Mul(-1))) opts.GeoM.Scale(c.Zoom, c.Zoom) opts.GeoM.Rotate(c.Rotation) diff --git a/engine/walls.go b/engine/walls.go index 4a1ec51..4660e05 100644 --- a/engine/walls.go +++ b/engine/walls.go @@ -25,7 +25,7 @@ var ( // Wall is a more flexible kind of tilemap. WallUnits can be added at the same // level as other components and are responsible for their own drawing, so that -// Scene can do draw ordering, e.g. hide the player character behind a wall. +// Game can do draw ordering, e.g. hide the player character behind a wall. // But Wall is still responsible for collisions. type Wall struct { ID