23#define __WIZARD_ENGINE_INTERNAL__
27float wze::sprite::x()
const {
31void wze::sprite::set_x(
float x) {
35float wze::sprite::y()
const {
39void wze::sprite::set_y(
float y) {
43float wze::sprite::z()
const {
47void wze::sprite::set_z(
float z) {
51float wze::sprite::angle()
const {
55void wze::sprite::set_angle(
float angle) {
59float wze::sprite::width()
const {
63void wze::sprite::set_width(
float width) {
67float wze::sprite::height()
const {
71void wze::sprite::set_height(
float height) {
75bool wze::sprite::spatial()
const {
79void wze::sprite::set_spatial(
bool spatial) {
83std::shared_ptr<wze::texture>
const& wze::sprite::texture()
const {
91uint8_t wze::sprite::color_r()
const {
95void wze::sprite::set_color_r(uint8_t color_r) {
99uint8_t wze::sprite::color_g()
const {
103void wze::sprite::set_color_g(uint8_t color_g) {
107uint8_t wze::sprite::color_b()
const {
111void wze::sprite::set_color_b(uint8_t color_b) {
115uint8_t wze::sprite::color_a()
const {
119void wze::sprite::set_color_a(uint8_t color_a) {
127void wze::sprite::set_flip(
enum flip flip) {
131bool wze::sprite::visible()
const {
135void wze::sprite::set_visible(
bool visible) {
139uint8_t wze::sprite::priority()
const {
143void wze::sprite::set_priority(uint8_t priority) {
144 _priority = priority;
151void wze::sprite::set_animated(
bool animated) {
152 _animated = animated;
155float wze::sprite::x_offset()
const {
159void wze::sprite::set_x_offset(
float x_offset) {
160 _x_offset = x_offset;
163float wze::sprite::y_offset()
const {
167void wze::sprite::set_y_offset(
float y_offset) {
168 _y_offset = y_offset;
171float wze::sprite::angle_offset()
const {
172 return _angle_offset;
175void wze::sprite::set_angle_offset(
float angle_offset) {
176 _angle_offset = angle_offset;
179bool wze::sprite::attach_x()
const {
183void wze::sprite::set_attach_x(
bool attach_x) {
184 _attach_x = attach_x;
187bool wze::sprite::attach_y()
const {
191void wze::sprite::set_attach_y(
bool attach_y) {
192 _attach_y = attach_y;
195bool wze::sprite::attach_angle()
const {
196 return _attach_angle;
199void wze::sprite::set_attach_angle(
bool attach_angle) {
200 _attach_angle = attach_angle;
203bool wze::sprite::x_angle_lock()
const {
204 return _x_angle_lock;
207void wze::sprite::set_x_angle_lock(
bool x_angle_lock) {
208 _x_angle_lock = x_angle_lock;
211bool wze::sprite::y_angle_lock()
const {
212 return _y_angle_lock;
215void wze::sprite::set_y_angle_lock(
bool y_angle_lock) {
216 _y_angle_lock = y_angle_lock;
219wze::sprite::sprite(
float x,
float y,
float z,
float angle,
float width,
220 float height,
bool spatial,
221 std::shared_ptr<wze::texture>
const& texture,
222 uint8_t color_r, uint8_t color_g, uint8_t color_b,
223 uint8_t color_a,
enum flip flip,
bool visible,
224 uint8_t priority,
bool animated,
float x_offset,
225 float y_offset,
float angle_offset,
bool attach_x,
226 bool attach_y,
bool attach_angle,
bool x_angle_lock,
234 set_spatial(spatial);
235 set_texture(texture);
236 set_color_r(color_r);
237 set_color_g(color_g);
238 set_color_b(color_b);
239 set_color_a(color_a);
241 set_visible(visible);
242 set_priority(priority);
243 set_animated(animated);
244 set_x_offset(x_offset);
245 set_y_offset(y_offset);
246 set_angle_offset(angle_offset);
247 set_attach_x(attach_x);
248 set_attach_y(attach_y);
249 set_attach_angle(attach_angle);
250 set_x_angle_lock(x_angle_lock);
251 set_y_angle_lock(y_angle_lock);
bool animated() const final
Gets whether the object should be animated.
void set_texture(std::shared_ptr< wze::texture > const &texture) final
Sets the wze::texture of the object.
Renderable animatable component.