SDLGameEngine

include/sgesprite.h File Reference

Sprite handling. More...

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Data Structures

struct  SGESPRITEWAYPOINT
 a sprite waypoint More...
struct  SGESPRITE

Functions

SGESPRITEsgeSpriteNew (void)
 create a new empty sprite
SGESPRITEsgeSpriteNewFile (SGEFILE *f, const char *filename)
 create a new sprite from a file
SGESPRITEsgeSpriteNewFileRange (SGEFILE *f, const char *templ, Uint32 start, Uint32 end)
 create a new animated sprite from a range of images
SGESPRITEsgeSpriteNewSDLSurface (SDL_Surface *surface)
 create a new sprite from a SDL_Surface
void sgeSpriteDestroy (SGESPRITE *s)
 destroy a sprite and release all resources
SGESPRITEIMAGEsgeSpriteGetCurrentFrame (SGESPRITE *s)
 get the current SGESPRITEIMAGE of the current frame
void sgeSpriteSetFPS (SGESPRITE *s, Uint32 fps)
 set the animation speed in frames per second
void sgeSpriteAddSDLSurface (SGESPRITE *s, SDL_Surface *surface)
 add a new frame to the current anim bank from a SDL_Surface
void sgeSpriteAddSpriteImage (SGESPRITE *s, SGESPRITEIMAGE *i)
 add a new frame to the current anim bank from a SGESPRITEIMAGE
void sgeSpriteAddFile (SGESPRITE *s, SGEFILE *f, const char *name)
 add a new frame to the current anim bank from a sge archive file
void sgeSpriteAddFileRange (SGESPRITE *s, SGEFILE *f, const char *templ, Uint32 start, Uint32 end)
 add new frames to the current anim bank from a range of files from a sge archive
SDL_Surface * sgeSpriteGetSDLSurface (SGESPRITE *s)
 get the SDL_Surface of the current frame of a sprite
void sgeSpriteDraw (SGESPRITE *s, SDL_Surface *dest)
 draw the sprite on a surface or screen
void sgeSpriteDrawXY (SGESPRITE *s, int x, int y, SDL_Surface *dest)
 draw the sprite on a surface or screen on a certain position
void sgeSpriteDrawRotoZoomed (SGESPRITE *s, float rotation, float zoom, SDL_Surface *dest)
 draw the sprite with zoom and rotation values
void sgeSpriteDrawXYRotoZoomed (SGESPRITE *s, int x, int y, float rotation, float zoom, SDL_Surface *dest)
 draw the sprite at a certain position with zoom and rotation values
void sgeAnimatedSpriteUseAlpha (SGESPRITE *s)
 switch all sprites of the current animation to use alpha data for collision information
void sgeAnimatedSpriteIgnoreAlpha (SGESPRITE *s)
 switch all sprites of the current animation to NOT use alpha data for collision information
int sgeSpriteBoxCollide (SGESPRITE *a, SGESPRITE *b)
 test collision between the bounding box of two sprites
int sgeSpriteCollide (SGESPRITE *a, SGESPRITE *b)
 test a collision between two sprites
int sgeSpriteBoxCollideSpriteImage (SGESPRITE *a, SGESPRITEIMAGE *b)
 test collision between the bounding box of a sprite and a spriteimage
int sgeSpriteCollideSpriteImage (SGESPRITE *a, SGESPRITEIMAGE *b)
 test a collision between a sprite and a spriteimage
int sgeSpriteWidth (SGESPRITE *s)
 get the with of a sprite image
int sgeSpriteHeight (SGESPRITE *s)
 get the height of a sprite image
void sgeSpriteAddWayPoint (SGESPRITE *s, int x, int y)
 add a way point to a sprite
void sgeSpriteRemoveNextWayPoint (SGESPRITE *s)
 remove the next (aka current) way point from a sprite
void sgeSpriteClearWayPoints (SGESPRITE *s)
 remove all remaining way points from a sprite
void sgeSpriteStartMovement (SGESPRITE *s, float speed)
 start the automatic movement of a sprite along its way points
void sgeSpriteAbortMovement (SGESPRITE *s)
 stop automatic movement of a sprite and remove all remaining way points
void sgeSpriteMoveTowards (SGESPRITE *s, int x, int y)
 move a sprite one step towards a certain coordinate
void sgeSpriteSetUserData (SGESPRITE *s, void *data)
 add custom user data to a sprite
void * sgeSpriteGetUserData (SGESPRITE *s)
 get custom user data from a sprite
void sgeSpriteUpdatePosition (SGESPRITE *s)
 copies the sprite position to the current frame
void sgeSpriteUpdate (SGESPRITE *s)
 updates a sprite without drawing it
Uint32 sgeSpriteGetNumberOfFrames (SGESPRITE *s)
 get the number of frames in the current anim bank
void sgeSpriteSetNumberOfFrames (SGESPRITE *s, Uint32 number)
 set the number of frames in the current anim bank
SGEARRAYsgeSpriteGetCurrentSpriteArray (SGESPRITE *s)
 get the current array of frames
void sgeSpriteSetAnimBank (SGESPRITE *s, Uint32 bank)
 switch to a anim bank (aka animation)
void sgeSpriteAddAnimBank (SGESPRITE *s)
 add a new anim bank (aka animation) the the sprite
Uint32 sgeSpriteGetAnimBank (SGESPRITE *s)
 get the index of the current anim bank
void sgeSpriteAnimate (SGESPRITE *s, int state)
 enable/disable animation of a sprite
void sgeSpriteResetAnimation (SGESPRITE *s)
 forces next frame to be frame 0 of the current anim bank
void sgeSpriteForceFrame (SGESPRITE *s, Uint32 frame)
 sets a specific frame of the current animation
SGESPRITEsgeSpriteDuplicate (SGESPRITE *s)
 duplicate (copy) a sprite

Detailed Description

Sprite handling.

Definition in file sgesprite.h.

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