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draw_sprite_h_flip(3alleg4) [plan9 man page]

draw_sprite_v_flip(3alleg4)					  Allegro manual				       draw_sprite_v_flip(3alleg4)

NAME
draw_sprite_v_flip, draw_sprite_h_flip, draw_sprite_vh_flip - Draws the sprite transformed to the destination bitmap. Allegro game program- ming library. SYNOPSIS
#include <allegro.h> void draw_sprite_v_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_h_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_vh_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); DESCRIPTION
These are like draw_sprite(), but they additionally flip the image vertically, horizontally, or both, respectively. Flipping vertically means that the y-axis is reversed, while flipping horizontally means that the x-axis is reversed, between the source and the destination. This produces exact mirror images, which is not the same as rotating the sprite (and it is a lot faster than the rotation routine). The sprite must be a memory bitmap. Example: if (key[KEY_RIGHT]) draw_sprite(screen, hero_right, pos_x, pos_y); else if (key[KEY_LEFT]) draw_sprite_h_flip(screen, hero_right, pos_x, pos_y); else draw_sprite(screen, hero_idle, pos_x, pos_y); SEE ALSO
draw_sprite(3alleg4), bitmap_mask_color(3alleg4), exsprite(3alleg4) Allegro version 4.4.2 draw_sprite_v_flip(3alleg4)

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draw_sprite_v_flip(3alleg4)					  Allegro manual				       draw_sprite_v_flip(3alleg4)

NAME
draw_sprite_v_flip, draw_sprite_h_flip, draw_sprite_vh_flip - Draws the sprite transformed to the destination bitmap. Allegro game program- ming library. SYNOPSIS
#include <allegro.h> void draw_sprite_v_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_h_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_vh_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); DESCRIPTION
These are like draw_sprite(), but they additionally flip the image vertically, horizontally, or both, respectively. Flipping vertically means that the y-axis is reversed, while flipping horizontally means that the x-axis is reversed, between the source and the destination. This produces exact mirror images, which is not the same as rotating the sprite (and it is a lot faster than the rotation routine). The sprite must be a memory bitmap. Example: if (key[KEY_RIGHT]) draw_sprite(screen, hero_right, pos_x, pos_y); else if (key[KEY_LEFT]) draw_sprite_h_flip(screen, hero_right, pos_x, pos_y); else draw_sprite(screen, hero_idle, pos_x, pos_y); SEE ALSO
draw_sprite(3alleg4), bitmap_mask_color(3alleg4), exsprite(3alleg4) Allegro version 4.4.2 draw_sprite_v_flip(3alleg4)
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