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-rw-r--r--examples/animation/main.cpp2
-rw-r--r--examples/particle_system/main.cpp20
2 files changed, 11 insertions, 11 deletions
diff --git a/examples/animation/main.cpp b/examples/animation/main.cpp
index 7d85c77..b5ad60f 100644
--- a/examples/animation/main.cpp
+++ b/examples/animation/main.cpp
@@ -41,7 +41,7 @@ void onLoad()
tex = Texture::createTexture("anim.png");
shader = Shader::createShader(shader_code);
SpriteSheet ss = SpriteSheet(tex);
- vector<Sprite*> frames = ss.createSprites(1, 19, 246, 238, Origin::BottomCenter);
+ vector<Sprite*> frames = ss.createSprites(19, 1, 19, 246, 238, Origin::BottomCenter);
anim.addFrames(frames);
anim.setSpeed(10);
animator.setAnimation(&anim);
diff --git a/examples/particle_system/main.cpp b/examples/particle_system/main.cpp
index 9251cc4..6ab3448 100644
--- a/examples/particle_system/main.cpp
+++ b/examples/particle_system/main.cpp
@@ -21,24 +21,24 @@ Shader* shader;
Sprite* spr;
const char* shader_code = R"(
#VERTEX_SHADER
-Vertex vert(Vertex v)
-{
- return v;
-}
+ Vertex vert(Vertex v)
+ {
+ return v;
+ }
#END_VERTEX_SHADER
#FRAGMENT_SHADER
-Color frag(Color col, Texture tex, Vertex v)
-{
- Color c = texel(tex, v.uv);
- return c * col;
-}
+ Color frag(Color col, Texture tex, Vertex v)
+ {
+ Color c = texel(tex, v.uv);
+ return c * col;
+ }
#END_FRAGMENT_SHADER
)";
const float Pi = 3.14f;
void onLoad()
{
tex = Texture::createTexture("texture.png");
- spr = new Sprite(tex, Sprite::Origin::BottomCenter);
+ spr = new Sprite(tex, Origin::BottomCenter);
shader = Shader::createShader(shader_code);
ParticleSystemDef def;
def.maxParticleCount = 30;