Exemple #1
0
void LocalPlayer::loadTargetCursor(const std::string &filename,
                                   const int width, const int height,
                                   const bool outRange,
                                   const TargetCursorSize &size)
{
    assert(size > -1);
    assert(size < 3);

    ResourceManager *resman = ResourceManager::getInstance();

    ImageSet *currentImageSet = resman->getImageSet(filename, width, height);
    Animation *anim = new Animation();

    for (unsigned int i = 0; i < currentImageSet->size(); ++i)
    {
        anim->addFrame(currentImageSet->get(i), 75,
                      (16 - (currentImageSet->getWidth() / 2)),
                      (16 - (currentImageSet->getHeight() / 2)));
    }

    SimpleAnimation *currentCursor = new SimpleAnimation(anim);

    const int index = outRange ? 1 : 0;

    mTargetCursorImages[index][size] = currentImageSet;
    mTargetCursor[index][size] = currentCursor;
}
Exemple #2
0
void SpriteDef::loadImageSet(XmlNodePtr node, const std::string &palettes)
{
    const std::string name = XML::getProperty(node, "name", "");

    // We don't allow redefining image sets. This way, an included sprite
    // definition will use the already loaded image set with the same name.
    if (mImageSets.find(name) != mImageSets.end())
        return;

    const int width = XML::getProperty(node, "width", 0);
    const int height = XML::getProperty(node, "height", 0);
    std::string imageSrc = XML::getProperty(node, "src", "");
    Dye::instantiate(imageSrc, palettes);

    ResourceManager *resman = ResourceManager::getInstance();
    ImageSet *imageSet = resman->getImageSet(imageSrc, width, height);

    if (!imageSet)
    {
        logger->log1("Couldn't load imageset!");
        return;
    }

    imageSet->setOffsetX(XML::getProperty(node, "offsetX", 0));
    imageSet->setOffsetY(XML::getProperty(node, "offsetY", 0));
    mImageSets[name] = imageSet;
}