Пример #1
0
void ttexture::set_flop(bool flop)
{
	if (flop) {
		flip_ = SDL_RendererFlip(flip_ | SDL_FLIP_VERTICAL);
	} else {
		flip_ = SDL_RendererFlip(flip_ & ~SDL_FLIP_VERTICAL);
	}
}
Пример #2
0
void ttexture::set_flip(bool flip)
{
	if (flip) {
		flip_ = SDL_RendererFlip(flip_ | SDL_FLIP_HORIZONTAL);
	} else {
		flip_ = SDL_RendererFlip(flip_ & ~SDL_FLIP_HORIZONTAL);
	}
}
Пример #3
0
void Image::DrawImage(int x, int y, int frame, double rotation, SDL_Renderer *destination)
{
    SDL_Rect offset;
    offset.x = x-centerX;
    offset.y = y-centerY;
    offset.w = cut[frame].w;
    offset.h = cut[frame].h;

    SDL_Point point{centerX, centerY};

//	SDL_BlitSurface(picture, &cut[0], destination, &offset);
    SDL_RenderCopyEx(destination, picture, &cut[frame], &offset, rotation, &point, SDL_RendererFlip());
}
Пример #4
0
void Player::Render() const
{
    SDL_Rect s = { killed ? WIDTH : 0, 0, WIDTH, HEIGHT };
    SDL_Rect d = { int(x) * SCREEN_MUL, int(y) * SCREEN_MUL,
                   WIDTH * SCREEN_MUL, HEIGHT * SCREEN_MUL };
    auto flag = SDL_RendererFlip(
        (flip ? SDL_FLIP_VERTICAL : 0) | (left ? SDL_FLIP_HORIZONTAL : 0));

    if (killed)
        SDL_SetTextureColorMod(texture.get(), 255, 0, 0);
    else
        SDL_SetTextureColorMod(texture.get(), 100, 255, 100);

    SDL_RenderCopyEx(renderer, texture.get(), &s, &d, 0, nullptr, flag);

    if (x > Level::WIDTH*8-WIDTH && level.Neighbor(RIGHT) == level.Name())
    {
        d.x -= Level::WIDTH*8*SCREEN_MUL;
        SDL_RenderCopyEx(renderer, texture.get(), &s, &d, 0, nullptr, flag);
    }
    if (x < 0 && level.Neighbor(LEFT) == level.Name())
    {
        d.x += Level::WIDTH*8*SCREEN_MUL;
        SDL_RenderCopyEx(renderer, texture.get(), &s, &d, 0, nullptr, flag);
    }
    if (y > Level::HEIGHT*8-HEIGHT && level.Neighbor(DOWN) == level.Name())
    {
        d.y -= Level::HEIGHT*8*SCREEN_MUL;
        SDL_RenderCopyEx(renderer, texture.get(), &s, &d, 0, nullptr, flag);
    }
    if (y < 0 && level.Neighbor(UP) == level.Name())
    {
        d.y += Level::HEIGHT*8*SCREEN_MUL;
        SDL_RenderCopyEx(renderer, texture.get(), &s, &d, 0, nullptr, flag);
    }
}
Пример #5
0
void Texture::Render(SDL_Renderer *const Renderer, const int &x, const int &y)
{
	return Render(Renderer, x, y, NULL, 0.0, NULL, SDL_RendererFlip());
}
Пример #6
0
void Texture::Render(SDL_Renderer *const Renderer, const int &x, const int &y, SDL_Rect *const Clip, const double &Angle, SDL_Point *const Centre)
{
	return Render(Renderer, x, y, Clip, Angle, Centre, SDL_RendererFlip());
}
Пример #7
0
 inline void FlipXY()
 {
     //Platform-Dependant
     sdlFlip = SDL_RendererFlip(SDL_FLIP_HORIZONTAL | SDL_FLIP_VERTICAL);
 }