Beispiel #1
0
/*
	addSpriteToRenderList - This method checks to see if the sprite
	parameter is inside the viewport. If it is, a RenderItem is generated
	for that sprite and it is added to the render list.
*/
void SpriteManager::addSpriteToRenderList(AnimatedSprite *sprite,
										  RenderList *renderList,
										  Viewport *viewport)
{
	// GET THE SPRITE TYPE INFO FOR THIS SPRITE
	AnimatedSpriteType *spriteType = sprite->getSpriteType();
	PhysicalProperties *pp = sprite->getPhysicalProperties();
	float rotation = sprite->getRotationInRadians();

	// IS THE SPRITE VIEWABLE?
	if (viewport->areWorldCoordinatesInViewport(	
									pp->getX(),
									pp->getY(),
									spriteType->getTextureWidth(),
									spriteType->getTextureHeight()))
	{
		// SINCE IT'S VIEWABLE, ADD IT TO THE RENDER LIST
		RenderItem itemToAdd;
		itemToAdd.id = sprite->getFrameIndex();
		renderList->addRenderItem(	sprite->getCurrentImageID(),
									pp->round(pp->getX()-viewport->getViewportX()),
									pp->round(pp->getY()-viewport->getViewportY()),
									pp->round(pp->getZ()),
									sprite->getAlpha(),
									spriteType->getTextureWidth(),
									spriteType->getTextureHeight(),
									rotation);
	}
}
void SpriteManager::addSpriteToRenderList(AnimatedSprite *sprite,
										  RenderList *renderList,
										  Viewport *viewport)
{
	// GET THE SPRITE TYPE INFO FOR THIS SPRITE
	AnimatedSpriteType *spriteType = sprite->getSpriteType();
	PhysicalProperties *pp = sprite->getPhysicalProperties();
	if (i >= 3) {
		b2Body* bods= sprite->getBody();
		b2Vec2 position = bods->GetPosition();
		pp->setX(position.x);
		pp->setY(position.y);
	}
	
		i+=1;


	// IS THE SPRITE VIEWABLE?
	if (viewport->areWorldCoordinatesInViewport(	
									pp->getX(),
									pp->getY(),
									spriteType->getTextureWidth(),
									spriteType->getTextureHeight()) )
	{
		// SINCE IT'S VIEWABLE, ADD IT TO THE RENDER LIST
		RenderItem itemToAdd;
		itemToAdd.id = sprite->getFrameIndex();
		
		
	

		if (spriteType->getTextureWidth()==61) {
		renderList->addRenderItem(	sprite->getCurrentImageID(),
									pp->round(X-viewport->getViewportX()),
									pp->round(Y-25-viewport->getViewportY()),
									pp->round(pp->getZ()),
									sprite->getAlpha(),
									spriteType->getTextureWidth(),
									spriteType->getTextureHeight());	

		}

		else {
		renderList->addRenderItem(	sprite->getCurrentImageID(),
									pp->round(pp->getX()-viewport->getViewportX()),
									pp->round(pp->getY()-viewport->getViewportY()),
									pp->round(pp->getZ()),
									sprite->getAlpha(),
									spriteType->getTextureWidth(),
									spriteType->getTextureHeight());
		}
	
	}
}