#include RenderD7::Sprite::Sprite() { // } RenderD7::Sprite::~Sprite() { // } void RenderD7::Sprite::FromSheet(RenderD7::Sheet *sheet, size_t index) { C2D_SpriteFromSheet(&this->sprite, sheet->spritesheet, index); } bool RenderD7::Sprite::Draw() { // Patch Depth before draw sprite.params.depth = 0.5; return C2D_DrawSprite(&this->sprite); } void RenderD7::Sprite::SetCenter(float x, float y) { C2D_SpriteSetCenter(&this->sprite, x, y); } void RenderD7::Sprite::SetPos(float x, float y) { C2D_SpriteSetPos(&this->sprite, x, y); } void RenderD7::Sprite::SetRotation(float rotation) { C2D_SpriteSetRotation(&this->sprite, rotation); } void RenderD7::Sprite::Rotate(float speed) { C2D_SpriteRotateDegrees(&this->sprite, speed); } float RenderD7::Sprite::getHeight() { return this->sprite.params.pos.h; } float RenderD7::Sprite::getWidth() { return this->sprite.params.pos.w; } float RenderD7::Sprite::getPosX() { return this->sprite.params.pos.x; } float RenderD7::Sprite::getPosY() { return this->sprite.params.pos.y; } void RenderD7::Sprite::FromImage(RenderD7::Image *img) { C2D_SpriteFromImage(&this->sprite, img->get()); } void RenderD7::Sprite::SetScale(float x, float y) { C2D_SpriteScale(&this->sprite, x, y); }