Mercurial > molko
view src/libmlk-rpg/rpg/walksprite.h @ 428:26d23999a54b
core: get rid of zfile
author | David Demelier <markand@malikania.fr> |
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date | Sat, 15 Oct 2022 14:38:15 +0200 |
parents | 460c78706989 |
children | 8f59201dc76b |
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/* * walksprite.h -- sprite designed for walking entities * * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifndef MLK_RPG_WALKSPRITE_H #define MLK_RPG_WALKSPRITE_H #include <core/core.h> struct sprite; /** * \brief Sprite designed for walking entities. * * This structure works with sprite images that are defined as using the * following conventions: * * ``` * 7 0 1 * ↖ ↑ ↗ * 6 ← → 2 * ↙ ↓ ↘ * 5 4 3 * ``` * * Where numbers define row in the sprite according to the character * orientation. In other terms, your image sprite should look like this: * * ``` * row columns in your image * ---|--------------------- * 0 | ↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑ * 1 | ↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗ * 2 | →→→→→→→→→→→→→→→→→→→→ * 3 | ↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘ * 4 | ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ * 5 | ↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙ * 6 | ←←←←←←←←←←←←←←←←←←←← * 7 | ↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖ * ``` */ struct walksprite { struct sprite *sprite; unsigned int delay; unsigned int index; unsigned int elapsed; }; CORE_BEGIN_DECLS void walksprite_init(struct walksprite *, struct sprite *, unsigned int); void walksprite_reset(struct walksprite *); void walksprite_update(struct walksprite *, unsigned int); void walksprite_draw(const struct walksprite *, unsigned int, int, int); CORE_END_DECLS #endif /* !MLK_RPG_WALKSPRITE_H */