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Dev #11
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e6d695c
Update SilverSpriteRendering.cpp
imagment d420213
Fixed sprite rendering logic
imagment 8b3aeab
Fixed align function
imagment 1cb6916
Resolved conflicts
imagment ce482fa
Merge branch 'master' into dev
imagment 84c2a36
Update README.md
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,16 +1,18 @@ | ||
| #include "Silver.hpp" | ||
| #include <chrono> | ||
| #include <iostream> | ||
| #include <thread> | ||
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| int main() { | ||
| // Use std::shared_ptr for c1 to ensure shared_from_this works | ||
| SPActor c1 = std::make_shared<Actor>(); | ||
| c1->AddComponent<Camera>(); | ||
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| SPActor test = std::make_shared<Actor>("test", "1"); | ||
| Rectangle(test, Rect(0,0,5,5), 0); | ||
| c1->GetComponent<Camera>()->RenderFrame(); | ||
| Hold(); | ||
| return 0; | ||
| Actor c1; | ||
| c1.AddComponent<Camera>(); | ||
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| Actor actor("alert", "This is your first window\n<red>SILVER!</red>"); | ||
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| actor.GetComponent<Transform>()->position = Vector3Zero; | ||
| //actor.GetComponent<SpriteRenderer>()->alignShapeTo(1.0f); | ||
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| actor.AddObject(); | ||
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| c1.GetComponent<Camera>()->StartVideo(); | ||
| Hold(); | ||
|
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| return 0; | ||
| } |
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Default pivot behavior changed from absolute to relative
The default value for
useRelativePivotwas changed fromfalsetotrue, which means sprites will now use relative pivot positioning by default (pivot as a percentage of sprite size) instead of absolute positioning.This change offers better flexibility when handling sprites of different sizes, but could affect existing code expecting the previous default behavior.