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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