var texture: Texture is writable(texture_direct=)
# Texture drawn to screen
- fun texture=(value: Texture)
+ fun texture=(texture: Texture)
do
- if isset _texture and value != texture then
+ if isset _texture and texture != self.texture then
needs_update
- if value.root != texture.root then needs_remap
+ if texture.root != self.texture.root then needs_remap
end
- texture_direct = value
+ texture_direct = texture
end
# Center position of this sprite in world coordinates
var center: Point3d[Float] is writable(center_direct=), noautoinit
# Center position of this sprite in world coordinates
- fun center=(value: Point3d[Float]) is autoinit do
- if isset _center and value != center then
+ fun center=(center: Point3d[Float]) is autoinit do
+ if isset _center and center != self.center then
needs_update
- center.sprites_remove self
+ self.center.sprites_remove self
end
- value.sprites_add self
- center_direct = value
+ center.sprites_add self
+ center_direct = center
end
# Last animation set with `animate`
redef class GLfloatArray
private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
do
- dst_offset = dst_offset or else 0
+ dst_offset = dst_offset or else add_index
var mat_len = matrix.width*matrix.height
assert length >= mat_len + dst_offset
native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
+ add_index += mat_len
end
end