void registerClasses() { RGA = rb_define_module("RGA"); graphicsInit(); spriteInit(); bitmapInit(); rectInit(); colorInit(); }
void Button::draw(sf::RenderWindow& w) { sprite.setTexture(spriteSheet); sf::Vector2i spriteInit(0, currentSprite*(size.y)); sprite.setTextureRect(sf::IntRect(spriteInit, size)); sprite.setPosition(sf::Vector2f(float(position.x), float(position.y))); w.draw(sprite); }
void fontInit(Font* font, Texture* texture, int letterWidth, int letterHeight, char* layout) { memset(font->layout, 0, 255); memset(font->letterWidth, 0, 255); font->letterWidth[(int)' '] = letterWidth; font->lineSpacing = letterHeight + 3; font->letterSpacing = 2; font->singleCase = true; int length = strlen(layout); if(length < 255) { spriteInit(&font->sprite, texture, letterWidth, letterHeight); for(int i = 0; i < length; ++i) { font->layout[(int)layout[i]] = i; font->letterWidth[(int)layout[i]] = letterWidth; } } else printf("Error: font layout is too long\n"); }
void Tile::draw(sf::RenderWindow& w) { if (isPolluted()){ cooldown--; if (cooldown == 0) { currentSprite = 0; spriteUpdate(currentSprite); } } if (hasTower() && isHovered) { getTower()->showRangeCircle(w); } sprite.setTexture(texture); sf::Vector2i spriteInit(0, currentSprite*height); sprite.setTextureRect(sf::IntRect(spriteInit, sf::Vector2i(width, height))); sprite.setPosition(sf::Vector2f(float(positionPixel.x), float(positionPixel.y))); mouseHover(w); w.draw(sprite); }
void initializeBoss2(Entity* e, Iwbtg* iw) { e->position.x = e->position.x - 128 + 16; e->position.y = - 128; spriteInit(&e->sprite, assetsGetTexture(&iw->game, "boss2"), 256, 256); }
void initializeBoss1(Entity* e, Iwbtg* iw) { e->position.x = e->position.x - 64 + 16; e->position.y = - 128;//- 64 + 16; spriteInit(&e->sprite, assetsGetTexture(&iw->game, "boss"), 128, 128); }
void initialize() { modelInit(); spriteInit(); }