Integrate 'pro' version of sprite drawing
parent
2bda67e917
commit
54acd365d4
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@ -530,24 +530,36 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x)
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{
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draw_sprite_pro(
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spr, frame_num, pos, rotation, flip_x ? 1: 0,
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(Vector2){1, 1}, WHITE
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);
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}
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void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour)
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{
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if (frame_num >= spr->frame_count) frame_num = spr->frame_count - 1;
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if (frame_num < 0) frame_num = 0;
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Rectangle rec = {
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spr->origin.x + spr->frame_size.x * frame_num,
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spr->origin.y,
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spr->frame_size.x * (flip_x ? -1:1),
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spr->frame_size.y
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spr->frame_size.x * ((flip & 1) ? -1 : 1),
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spr->frame_size.y * ((flip & 2) ? -1 : 1),
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};
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//DrawTextureRec(*spr->texture, rec, pos, WHITE);
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Rectangle dest = {
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.x = pos.x - spr->anchor.x,
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.y = pos.y - spr->anchor.y,
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.width = spr->frame_size.x,
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.height = spr->frame_size.y
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.x = pos.x,
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.y = pos.y,
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.width = spr->frame_size.x * scale.x,
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.height = spr->frame_size.y * scale.y
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};
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Vector2 anchor = spr->anchor;
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anchor.x *= scale.x;
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anchor.y *= scale.y;
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DrawTexturePro(
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*spr->texture,
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rec,
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dest,
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spr->anchor,
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rotation, WHITE
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anchor,
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rotation, colour
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);
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}
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@ -82,6 +82,7 @@ Font* get_font(Assets_t* assets, const char* name);
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LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
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void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour);
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typedef struct SFX
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{
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