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rotate_sprite_trans(3alleg4) [opendarwin man page]

rotate_sprite_trans(3alleg4)					  Allegro manual				      rotate_sprite_trans(3alleg4)

NAME
rotate_sprite_trans - Rotates a sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void rotate_sprite_trans(BITMAP *bmp, BITMAP *sprite, int x, int y, fixed angle); DESCRIPTION
Draws the sprite image onto the bitmap. It is placed with its top left corner at the specified position, then rotated by the specified angle around its centre. The angle is a fixed point 16.16 number in the same format used by the fixed point trig routines, with 256 equal to a full circle, 64 a right angle, etc. All rotation functions can draw between any two bitmaps, even screen bitmaps or bitmaps of differ- ent color depth. Positive increments of the angle will make the sprite rotate clockwise on the screen, as demonstrated by the Allegro example. SEE ALSO
draw_trans_sprite(3alleg4), rotate_scaled_sprite_trans(3alleg4), rotate_sprite_v_flip_trans(3alleg4), rotate_scaled_sprite_v_flip_trans(3alleg4), pivot_sprite_trans(3alleg4), pivot_sprite_v_flip_trans(3alleg4), pivot_scaled_sprite_trans(3alleg4), pivot_scaled_sprite_v_flip_trans(3alleg4), itofix(3alleg4), exsprite(3alleg4) Allegro version 4.4.2 rotate_sprite_trans(3alleg4)

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draw_sprite(3alleg4)						  Allegro manual					      draw_sprite(3alleg4)

NAME
draw_sprite - Draws a copy of the sprite onto the destination bitmap. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y); DESCRIPTION
Draws a copy of the sprite bitmap onto the destination bitmap at the specified position. This is almost the same as blit(sprite, bmp, 0, 0, x, y, sprite->w, sprite->h), but it uses a masked drawing mode where transparent pixels are skipped, so the background image will show through the masked parts of the sprite. Transparent pixels are marked by a zero in 256-color modes or bright pink for truecolor data (maxi- mum red and blue, zero green). Example: BITMAP *spaceship; ... draw_sprite(screen, spaceship, x, y); If the GFX_HW_VRAM_BLIT_MASKED bit in the gfx_capabilities flag is set, the current driver supports hardware accelerated sprite drawing when the source image is a video memory bitmap or a sub-bitmap of the screen. This is extremely fast, so when this flag is set it may be worth storing some of your more frequently used sprites in an offscreen portion of the video memory. Warning: if the hardware acceleration flag is not set, draw_sprite() will not work correctly when used with a sprite image in system or video memory so the latter must be a memory bitmap. Although generally not supporting graphics of mixed color depths, as a special case this function can be used to draw 256-color source images onto truecolor destination bitmaps, so you can use palette effects on specific sprites within a truecolor program. SEE ALSO
draw_sprite_v_flip(3alleg4), draw_trans_sprite(3alleg4), draw_lit_sprite(3alleg4), draw_gouraud_sprite(3alleg4), stretch_sprite(3alleg4), rotate_sprite(3alleg4), draw_character_ex(3alleg4), draw_rle_sprite(3alleg4), draw_compiled_sprite(3alleg4), masked_blit(3alleg4), blit(3alleg4), bitmap_mask_color(3alleg4), exsprite(3alleg4) Allegro version 4.4.2 draw_sprite(3alleg4)
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