Mercurial > molko
view librpg/rpg/walksprite.h @ 222:bf7169bb054d
doc: improve
author | David Demelier <markand@malikania.fr> |
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date | Wed, 18 Nov 2020 19:03:47 +0100 |
parents | 852d0b7817ce |
children | 86b71e1f9dd5 |
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/* * walksprite.h -- sprite designed for walking entities * * Copyright (c) 2020 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 MOLKO_WALKSPRITE_H #define MOLKO_WALKSPRITE_H /** * \file walksprite.h * \brief Sprite designed for walking entities. * \ingroup drawing */ 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; /*!< (+&) The sprite to use */ unsigned int delay; /*!< (+) The delay between frames */ unsigned int index; /*!< (-) Current column index */ unsigned int elapsed; /*!< (-) Elapsed time since last frame */ }; /** * Initialize the walking sprite. * * \pre ws != NULL * \pre sprite != NULL * \param ws the walking sprite * \param sprite the sprite to use * \param delay the delay between sprites */ void walksprite_init(struct walksprite *ws, struct sprite *sprite, unsigned int delay); /** * Update the walking sprite * * \pre ws != NULL * \param ws the walking sprite * \param ticks the number of milliseconds between last frame */ void walksprite_update(struct walksprite *ws, unsigned int ticks); /** * Draw the appropriate sprite cell to the screen according to the orientation * given. * * \pre ws != NULL * \pre orientation < 8 * \param ws the walking sprite * \param orientation the orientation (or the row between 0 and 7) * \param x the x coordinate * \param y the y coordinate */ void walksprite_draw(const struct walksprite *ws, unsigned int orientation, int x, int y); #endif /* !MOLKO_WALKSPRITE_H */