Integrate 'pro' version of sprite drawing

scene_man
En Yi 2024-05-01 12:23:31 +08:00
parent 2bda67e917
commit 54acd365d4
2 changed files with 22 additions and 9 deletions

View File

@ -530,24 +530,36 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x)
{
draw_sprite_pro(
spr, frame_num, pos, rotation, flip_x ? 1: 0,
(Vector2){1, 1}, WHITE
);
}
void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour)
{
if (frame_num >= spr->frame_count) frame_num = spr->frame_count - 1;
if (frame_num < 0) frame_num = 0;
Rectangle rec = {
spr->origin.x + spr->frame_size.x * frame_num,
spr->origin.y,
spr->frame_size.x * (flip_x ? -1:1),
spr->frame_size.y
spr->frame_size.x * ((flip & 1) ? -1 : 1),
spr->frame_size.y * ((flip & 2) ? -1 : 1),
};
//DrawTextureRec(*spr->texture, rec, pos, WHITE);
Rectangle dest = {
.x = pos.x - spr->anchor.x,
.y = pos.y - spr->anchor.y,
.width = spr->frame_size.x,
.height = spr->frame_size.y
.x = pos.x,
.y = pos.y,
.width = spr->frame_size.x * scale.x,
.height = spr->frame_size.y * scale.y
};
Vector2 anchor = spr->anchor;
anchor.x *= scale.x;
anchor.y *= scale.y;
DrawTexturePro(
*spr->texture,
rec,
dest,
spr->anchor,
rotation, WHITE
anchor,
rotation, colour
);
}

View File

@ -82,6 +82,7 @@ Font* get_font(Assets_t* assets, const char* name);
LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour);
typedef struct SFX
{