Beispiel #1
0
std::vector<Frame> developFrame(XMLElement* xml)
{
	Frame tmpf;
	std::vector<Frame> tmp;

	// this is the xml elements first child. It will only be the <frame> tag
	auto framexml = xml->FirstChildElement();
	while (framexml) {
		// this will always be frame. but if it isn't we don't wanna crash the game
		std::string defframe = framexml->Name();
		if (defframe == "frame") {
			tmpf.clear();
			// the xml element to parse each src of the frames
			auto sxml = framexml->FirstChildElement();
			while (sxml) {
				std::string sname = sxml->Name();
				if (sname == "src") {
					tmpf.push_back(std::make_pair(SpriteData(sxml->GetText(), vec2(0,0)), vec2(0,0)));
				}
				sxml = sxml->NextSiblingElement();
			}
			tmp.push_back(tmpf);
		}
		// if it's not a frame we don't care

		// parse next frame
		framexml = framexml->NextSiblingElement();
	}

	return tmp;
}
Beispiel #2
0
		void DirectXEngine::Render(Position p_position, Position p_textureOffset,
			Texture2DInterface* p_texture,
			SpriteEffect p_spriteEffect,
			float p_width,
			float p_height,
			float p_depth)
		{
			m_renderData.push_back(SpriteData(p_position, p_textureOffset, (Texture2D*)p_texture, p_spriteEffect, p_width, p_height, p_depth));
		}
Beispiel #3
0
		void DirectXEngine::Render(Position p_position,
			Position p_origin,
			Position p_textureOffset,
			Texture2DInterface* p_texture,
			SpriteEffect p_spriteEffect,
			float p_width,
			float p_height,
			float p_depth,
			float p_rotation,
			bool p_hasTransparent,
			Position p_textureDelta)
		{
			m_renderData.push_back(SpriteData(p_position, p_origin, p_textureOffset, (Texture2D*)p_texture, p_spriteEffect, p_width, p_height, p_depth, p_rotation, p_hasTransparent, p_textureDelta));
		}
Beispiel #4
0
void SpriteCache::initFile_initNullSpriteParams(sprkey_t index)
{
    // no sprite ... blank it out
    _sprInfos[index] = SpriteInfo();
    _spriteData[index] = SpriteData();
}
Beispiel #5
0
 void SpriteInfoImpl::SetData(const SpriteData& p_spriteData) { m_datainfo = SpriteData(p_spriteData); }
Beispiel #6
0
void SpriteConfig::insert(SpriteType st, int x, int y, int w, int h, int fc, int fd, bool l)
{
    m_configs[st] = SpriteData(x, y, w, h, fc, fd, l);
}