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Sprite Class Reference
A Sprite is a 2D entity that basically gives a body to a bitmap. More...
Inherits SpriteSelector.
List of all members.
Public Members
- Sprite (Bitmap* BM, int Solid=0)
- Construct a sprite from a bitmap.
- Sprite (Bitmap* BM, Rect2D& r, int Solid=0)
- Construct a sprite from a section(Rect2D r) of a bitmap.
- virtual ~Sprite ()
- Destruct the Sprite.
- long render (const Vector2D& pos, const View2D& view)
- render the sprite to position pos within a 2D view.
- int collision (Sprite& S, int dx, int dy) const
- Test for collision with this sprite.
- void setSolid (int Solid)
- Set the solid (collision detection state) of the Sprite.
- int getSolid () const
- Retrieve the Solid (collision detection) state of the sprite.
- int getWidth () const
- Retrieve the sprite's bitmap width.
- int getHeight () const
- Retrieve the sprite's bitmap height.
- Vector2D getPos () const
- Return the offset into the bitmap, where the sprite is located.
- Rect2D getRect () const
- Return the rectangle in the bitmap, where the sprite is located.
- virtual Sprite* getSprite ()
- Implementation of the abstract SpriteSelector.
- Bitmap* getBitmap () const
- Retrieve the sprite's associated bitmap.
- void setBitmap (Bitmap* BM, Rect2D r=Rect2D(), int Solid=-1)
- Set a new bitmap for this sprite (and optionally new rectangle) Recalcuates collision detection info according to Solid parameter.
- void setBitmapOwner (int Owner=1)
- Set the sprite as the bitmap owner, which means that it will release an old bitmap before setting a new one.
Detailed Description
A Sprite is a 2D entity that basically gives a body to a bitmap.
This means for example, supplying a collision detection between two sprites.
The first pixel (0,0) is used to determine the transparent color,
which is considered the 'outside' of the sprite.
Member Function Documentation
Sprite::Sprite(Bitmap* BM, int Solid=0)
Construct a sprite from a bitmap.
If Solid is non zero,
collision detection is enabled for this sprite.
Sprite::Sprite(Bitmap* BM, Rect2D& r, int Solid=0)
Construct a sprite from a section(Rect2D r) of a bitmap.
virtual Sprite::~Sprite() [virtual]
long Sprite::render(const Vector2D& pos, const View2D& view)
render the sprite to position pos within a 2D view.
int Sprite::collision(Sprite& S, int dx, int dy) const
Test for collision with this sprite.
The offset describes
the location of the other sprite relative to this one.
void Sprite::setSolid(int Solid)
Set the solid (collision detection state) of the Sprite.
If the sprite was created with Solid=0, it cannot be switched to
Solid. This is useful to make Solid sprites transparent.
int Sprite::getSolid() const
Retrieve the Solid (collision detection) state of the sprite.
int Sprite::getWidth() const
Retrieve the sprite's bitmap width.
int Sprite::getHeight() const
Retrieve the sprite's bitmap height.
Vector2D Sprite::getPos() const
Return the offset into the bitmap, where the sprite is located.
Rect2D Sprite::getRect() const
Return the rectangle in the bitmap, where the sprite is located.
virtual Sprite* Sprite::getSprite() [virtual]
Bitmap* Sprite::getBitmap() const
Retrieve the sprite's associated bitmap.
void Sprite::setBitmap(Bitmap* BM, Rect2D r=Rect2D(), int Solid=-1)
Set a new bitmap for this sprite (and optionally new rectangle) Recalcuates collision detection info according to Solid parameter.
if Solid == -1 (default), collision info is calculated if it was already present.
if Solid == 0, collsion info is not calculated;
otherwise, collision info is calculated.
void Sprite::setBitmapOwner(int Owner=1)
Set the sprite as the bitmap owner, which means that it will release an old bitmap before setting a new one.
Useful for objects not
using the bitmap caching.
The documentation for this class was generated from the following file: