Dgame.Graphic.Spritesheet

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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

final pure nothrow @nogc this(ref Texture tex, const Rect texRect);
CTor

final const pure nothrow @nogc uint lastUpdate();
Returns the last update which means the last happened slide

final const pure nothrow @nogc uint executionCounter();
Returns the current execution count

final const pure nothrow @nogc bool isCompleted();
Returns if the execution is completed

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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