コード例 #1
0
int draw_sprite(struct sprite* sprite, int x, int y)
{
    int frame;
    frame = sprite->active_animation == NULL ? 0
        : sprite->active_animation->frames[sprite->current_frame].frame;
    draw_sprite_frame(sprite, x, y, frame);
    return frame;
}
コード例 #2
0
ファイル: tiled.c プロジェクト: rlofc/cage
/* Our tiles art are stored as spritemaps. Drawing
 * the tiles means drawing one of the frames in
 * one of the spritemaps we use for each layer.
 */
static void draw_tile(struct game* game,
                      struct sprite* tilemap,
                      enum map_layer layer_name,
                      struct tile_pos pos)
{
    draw_sprite_frame(tilemap,
                      TILE_SIZE * (pos.col) - game->camera.x,
                      TILE_SIZE * (pos.row) - game->camera.y,
                      get_tile_id(game->map_spec.data,
                                  game->layers[layer_name], pos) - 1);
}