Dgame.Graphic.Spritesheet
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Bottom- class Spritesheet: Dgame.Graphic.Sprite.Sprite;
- SpriteSheet extends Sprite and act like a Texture Atlas.
Author:
Randy Schuett (rswhite4@googlemail.com)
- uint timeout;
- The timeout between the slides
- int numOfExecutions;
- The amount of executions of the whole slide
-1 or less means infinite sliding
- final pure nothrow @nogc this(ref Texture tex);
- CTor
- pure nothrow @nogc this()(ref Texture tex, auto ref const Rect texRect);
- CTor
- final const pure nothrow @nogc @property uint lastUpdate();
- Returns the last update which means the last happened slide
- final const pure nothrow @nogc @property uint executionCounter();
- Returns the current execution count
- final nothrow @nogc void slideTextureRect();
- Slide / move the current view of the Texture,
so that the next view of the Texture will be drawn.
This happens by moving the Texture Rect.
Note:
If you reached the end of the Texture, the procedure starts from scratch.
- final pure nothrow @nogc void selectFrame(ubyte index);
- Selects a specific frame and adapts the position of the texture rect.
The index starts at 0 and line by line.
Note:
The size of your Texture and the size of your Texture-Rect should be divisible without a rest.
- final const pure nothrow @nogc uint numOfFrames();
- Returns how many frames this Spritesheet has.
The width / height of the current Texture is divided through
the corresponding width / height of the current Texture-Rect and both values are being multiplied.
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