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-rw-r--r--src/crepe/system/AnimatorSystem.cpp1
-rw-r--r--src/crepe/system/AnimatorSystem.h3
2 files changed, 2 insertions, 2 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 676e485..bc94253 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -16,6 +16,7 @@ void AnimatorSystem::update() {
uint64_t tick = SDLContext::get_instance().get_ticks();
for (Animator & a : animations) {
if (a.active) {
+ // (10 frames per second)
a.curr_row = (tick / 100) % a.row;
a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col;
a.spritesheet.sprite_rect = a.animator_rect;
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 56cc7b3..f8179a9 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -21,12 +21,11 @@ public:
/**
* \brief Updates the Animator components.
*
- * This method is called periodically (likely every frame) to update the state of all
+ * This method is called to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
void update() override;
- // FIXME: never say "likely" in the documentation lmao
};
} // namespace crepe