#include <AnimatedSprite.h>
Public Member Functions | |
| AnimatedSprite () | |
| AnimatedSprite (const AnimatedSprite &p2) | |
| virtual | ~AnimatedSprite () |
| void | init (SDL_Renderer *renderer) |
| void | draw () |
| int | loadSpriteSheet (const char *filename, int tilewidth, int tileheight, int tiles) |
| int | getWidth () |
| int | getHeight () |
Public Member Functions inherited from BaseSprite | |
| BaseSprite (const BaseSprite &p2) | |
| BaseSprite (SDL_Renderer *renderer) | |
| Point2D | getPos () |
| void | setPos (Point2D pos) |
| double | getAngle () |
| void | flipHorizontal () |
| void | flipVertical () |
| SDL_RendererFlip | getFlip () |
| void | setAngle (double angle) |
Represents an Animated Sprite for the BaseEngine.
The animation will be updated on every Frameupdate.
You need to initialize it with an SDL_Renderer before drawing.
Usage:
AnimatedSprite *panimsprite = new AnimatedSprite();
panimsprite.init(engine->getRenderer());
panimsprite.loadSpriteSheet("myspritesheet.png", 100, 100, 61);
panimsprite.setPos(pos);
Drawing to Screen:
panimsprite.draw();
| AnimatedSprite::AnimatedSprite | ( | ) |
Constructor
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inline |
Copy Constructor
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virtual |
Copy Constructor
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virtual |
Draws the Animated Sprite to Screen
Implements BaseSprite.
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virtual |
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virtual |
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virtual |
Initialize the Animated Sprite with SDL Renderer before drawing!!
| SDL_Renderer | renderer. |
Implements BaseSprite.
| int AnimatedSprite::loadSpriteSheet | ( | const char * | filename, |
| int | tilewidth, | ||
| int | tileheight, | ||
| int | tiles | ||
| ) |
Initialize with SDL Renderer first before drawing!
| const | char* filename full filepath of tileset file |
| int | tilewidth width of tiles |
| int | tileheight height of tiles |
| int | tiles num tiles |
1.8.6