diff --git a/ss_player/ss_player_node_2d.cpp b/ss_player/ss_player_node_2d.cpp index f600c93..d05da3b 100644 --- a/ss_player/ss_player_node_2d.cpp +++ b/ss_player/ss_player_node_2d.cpp @@ -350,6 +350,13 @@ void SpriteStudioPlayer2D::set_audio_backend(const Ref } Ref SpriteStudioPlayer2D::get_audio_backend() const { return _audio_backend; } +// Spelled the Godot way, not the family's. Every sibling Player calls this pair +// `flipX` / `flipY`; here it is `flip_h` / `flip_v` with an `is_flipped_*` +// reader, because that is what `Sprite2D` and `AnimatedSprite2D` already put on +// a 2D node — a Godot user reaches for `flip_h` on anything that draws, and an +// inspector row called `flip_x` next to a Sprite2D's `flip_h` would read as a +// different feature. A departure with a reason, per the API conventions +// (SDK: 20_design/40_api_conventions.md, "Departing from this document"). void SpriteStudioPlayer2D::set_flip_h(bool p_flip) { _flip_h = p_flip; _update_root_transform();