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| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 21:45:36 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 21:45:36 +0100 | 
| commit | 73598a9e7f49047d74ca439cb0f300099d8c03bf (patch) | |
| tree | ef62148ac6769f169670a1e7f7fd8482045ef65f /src/crepe/api/Sprite.h | |
| parent | d258fcc8efdb6a968a220c4590a204292a16ad42 (diff) | |
| parent | 121b64b1cb6cfead5814070c8b0185d3d7308095 (diff) | |
merge `master` into `loek/audio`
Diffstat (limited to 'src/crepe/api/Sprite.h')
| -rw-r--r-- | src/crepe/api/Sprite.h | 12 | 
1 files changed, 6 insertions, 6 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index deb3f93..0192793 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,6 +1,5 @@  #pragma once -#include <cstdint>  #include <memory>  #include "Color.h" @@ -28,8 +27,8 @@ class AnimatorSystem;  /**   * \brief Represents a renderable sprite component.   * - * A renderable sprite that can be displayed in the game. It includes a texture, - * color, and flip settings, and is managed in layers with defined sorting orders. + * A renderable sprite that can be displayed in the game. It includes a texture, color, and + * flip settings, and is managed in layers with defined sorting orders.   */  class Sprite : public Component { @@ -43,8 +42,8 @@ public:  	 * \param color Color tint applied to the sprite.  	 * \param flip Flip settings for horizontal and vertical orientation.  	 */ -	Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, -		   const Color & color, const FlipSettings & flip); +	Sprite(game_object_id_t id, const std::shared_ptr<Texture> image, const Color & color, +		   const FlipSettings & flip);  	/**  	 * \brief Destroys the Sprite instance. @@ -81,7 +80,8 @@ private:  	//! Reads the all the variables plus the  sprite_rect  	friend class AnimatorSystem; -	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator object is present in GameObject +	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator +	// object is present in GameObject  	Rect sprite_rect;  };  |