AI for Games 1.1.1
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Public Member Functions | |
BitmapPic (PApplet papp, String fname) | |
BitmapPic (PApplet papp, String fname, int nCols, int nRows) | |
void | draw (BaseEntity owner, float posX, float posY, float velX, float velY, float headX, float headY, float etime) |
void | setAnimation (double interval, int dir) |
void | pauseAnimation () |
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PicturePS () | |
PicturePS (PApplet papp) | |
void | setApplet (PApplet app) |
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Picture () | |
void | draw (BaseEntity owner, float posX, float posY, float velX, float velY, float headX, float headY) |
void | draw (BaseEntity owner, float posX, float posY, float velX, float velY, float headX, float headY, float elapsedTime) |
void | showHints (int hints) |
void | addHints (int hints) |
void | removeHints (int hints) |
void | removeAllHints () |
int | getHints () |
Package Attributes | |
PImage[] | img |
final int | FORWARD = 1 |
final int | PAUSE = 0 |
final int | REVERSE = -1 |
double | timeToChangeFrame = 0 |
double | intervalTime = 0 |
int | dir = PAUSE |
int | interval = 0 |
int | frameNo = 0 |
Additional Inherited Members | |
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PApplet | app = null |
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int | hints = 0 |
A single image or a sprite sheet is used to render the entity. If a sprite sheet is used then they can be used to animate the rendered entity.
game2dai.entityshapes.ps.BitmapPic.BitmapPic | ( | PApplet | papp, |
String | fname | ||
) |
Single image for all frames
papp | |
fname | the name of the bitmap image file |
game2dai.entityshapes.ps.BitmapPic.BitmapPic | ( | PApplet | papp, |
String | fname, | ||
int | nCols, | ||
int | nRows | ||
) |
An animated image.
The image frames are stored as tiles within a single image
papp | |
fname | the name of the bitmap image file |
nCols | number of tiles horizontally |
nRows | number of rows vertically |
void game2dai.entityshapes.ps.BitmapPic.draw | ( | BaseEntity | owner, |
float | posX, | ||
float | posY, | ||
float | velX, | ||
float | velY, | ||
float | headX, | ||
float | headY, | ||
float | etime | ||
) |
Draw the entity.
owner | the entity that owns this renderer. |
posX | real world position (x) |
posY | real world position (x) |
velX | magnitude of the velocity vector in the x direction |
velY | magnitude of the velocity vector in the y direction |
headX | magnitude of the heading vector in the x direction |
headY | magnitude of the heading vector in the y direction |
etime | the elapsed time in seconds since last update |
Reimplemented from game2dai.entityshapes.Picture.