Пример #1
0
// Will load the sprite if it doesn't find it in the texture cache.
// The texture cache caches textures by filename.
bool Actor::SetSprite(const String& filename, int frame, GLint clampmode, GLint filtermode, bool optional)
{
	int textureReference = GetTextureReference(filename, clampmode, filtermode, optional);
	if (textureReference == -1)
		return false;

	SetSpriteTexture(textureReference, frame);
	return true;
}
Пример #2
0
GrenadePickup::GrenadePickup()
{
	m_pCollisionObject->SetRadius(GRENADEPICKUP_WIDTH / 2.0);

	SetSize(GRENADEPICKUP_WIDTH, GRENADEPICKUP_HEIGHT);

	SetSpriteTexture(GRENADEPICKUP_TEXTURE, GRENADEPICKUP_TEXTURE_ROWS, GRENADEPICKUP_TEXTURE_COLUMNS);

	m_LifespanInTicks = (int)TICK_RATE * GRENADEPICKUP_LIFESPAN_SECONDS;

	m_GlowColor = glm::vec2(1.0f, 0.0f);

	GenerateAnimationData();
}