pub fn tile_center_translation(&self, tile_size: Vec2, z_index: f32) -> Vec3 {
        Vec3::new(
            (tile_size.x as f32 * self.x as f32) + (tile_size.x / 2.),
            (tile_size.y as f32 * self.y as f32) + (tile_size.y / 2.),
            z_index,
        )
    }
/// finds tile location by multiplying size of the tile (x, y) by the current
/// location.  then add half the x and y of tile size to the result to center tile
finds tile location by multiplying size of the tile (x, y) by the current
location.  then add half the x and y of tile size to the result to center tile
finds tile location by multiplying size of the tile ( x y ) by the current location . then add half the x and y of tile size to the result to center tile
pub fn tile_center_translation(&self, tile_size: Vec2, z_index: f32) -> Vec3 {
        Vec3::new(
            (tile_size.x as f32 * self.x as f32) + (tile_size.x / 2.),
            (tile_size.y as f32 * self.y as f32) + (tile_size.y / 2.),
            z_index,
        )
    }
pub fn tile_center_translation ( & self , tile_size : Vec2 , z_index : f32 ) -> Vec3 { Vec3 :: new ( ( tile_size . x as f32 * self . x as f32 ) + ( tile_size . x / 2. ) , ( tile_size . y as f32 * self . y as f32 ) + ( tile_size . y / 2. ) , z_index , ) }
finds tile location by multiplying size of the tile (x, y) by the current
location.
finds tile location by multiplying size of the tile ( x y ) by the current location .
&self
tile_size
Vec2
z_index
f32
&self
tile_size
Vec2
z_index
f32