modules/world: handle differently the coordinate system for 2D actors

This commit is contained in:
Kazhnuz 2019-05-01 11:19:42 +02:00
parent b754501102
commit 0fba67f212

View file

@ -187,8 +187,8 @@ end
function Actor2D:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky) function Actor2D:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
if (self.sprite.name ~= nil) then if (self.sprite.name ~= nil) then
local ox = oy or self.sprite.ox local x = x + self.sprite.ox
local oy = oy or self.sprite.oy local y = y + self.sprite.oy
local sx = sx or self.sprite.sx local sx = sx or self.sprite.sx
local sy = sy or self.sprite.sy local sy = sy or self.sprite.sy
self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky) self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)