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draw_sprite_ex(3alleg4) [plan9 man page]

draw_sprite_ex(3alleg4) 					  Allegro manual					   draw_sprite_ex(3alleg4)

NAME
draw_sprite_ex - Draws a optionally flipped/blended/tinted sprite on the bitmap. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_sprite_ex(BITMAP *bmp, BITMAP *sprite, int x, int y, int mode, int flip); DESCRIPTION
Draws the sprite image onto the destination bitmap using the specified mode argument, optionally flipping the sprite in the orientation specified by flip argument. The mode argument defines how is sprite going to be drawn on the destination bitmap: DRAW_SPRITE_NORMAL - draws a masked sprite, like draw_sprite() DRAW_SPRITE_LIT - draws a tinted sprite, like draw_lit_sprite() DRAW_SPRITE_TRANS - draws a blended sprite, like draw_trans_sprite() The flip argument defines the flipping orientation: DRAW_SPRITE_NO_FLIP = 0 - do not perform flipping DRAW_SPRITE_H_FLIP - flip horizontally DRAW_SPRITE_V_FLIP - flip vertically DRAW_SPRITE_VH_FLIP - flip both vertically and horizontally SEE ALSO
draw_sprite(3alleg4), draw_sprite_v_flip(3alleg4), draw_sprite_h_flip(3alleg4), draw_trans_sprite(3alleg4), draw_lit_sprite(3alleg4), extrans2(3alleg4) Allegro version 4.4.2 draw_sprite_ex(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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