draw_sprite_pos(sprite, subimg, x1, y1, x2, y2, x3, y3, x4, y4, alpha);绘制拉伸精灵图片 draw_sprite_tiled(sprite, subimg, x, y);绘制精灵瓷贴 draw_sprite_tiled_ext(sprite, subimg, x, y, xscale, yscale, colour, alpha);如上更多参数 ...
rect.x = g->enemyContainer.ufo.posx;if(g->enemyContainer.ufo.posx < WIDTH) {// ZeichnendrawSprite(g->screen, &rect,"ufo.bmp"); }else{// Außerhalbg->enemyContainer.ufo.lastufo = ms_time(); g->enemyContainer.ufo.alive =false; } }elseif((MIN_UFO_PAUSE + g->enemyContainer...
get("#sprite", "texture0"), self.header, self.buffer_info.buffer) In order to render this in gui, we just need to create a box and create a new texture. We can use gui.new_texture. Then you need to set this texture to the box using gui.set_texture: local data = buffer.get_...
// Draw the spritevoidLevelObj::draw(DrawingContext &gc) {if(attribs & HAS_SURFACE || attribs & HAS_SURFACE_FAKE) {if(attribs & HAS_REPEAT) {for(intx =static_cast<int>(pos.x); x <static_cast<int>(pos.x) + sprite.get_width() * repeat; x += sprite.get_width()) { gc.dr...
When all the sprites have been drawn, call End on your SpriteBatch object. protected override void Draw( GameTime gameTime ) { graphics.GraphicsDevice.Clear( Color.CornflowerBlue ); ForegroundBatch.Begin(); Vector2 pos = new Vector2( TitleSafe.Left, TitleSafe.Top ); ForegroundBatch.Draw( Spri...
Hello, Does anyone know a way to use the "draw_sprite_stretched" function to stretch in the opposite direction? It's a great funtion but it always seems to strech the sprite from one side and I can't seem to find a way to reverse it or anything. Thanks!
{ float pixelpos = x * vid.width / vid_conwidth.value; int snap = (int) pixelpos; if (pixelpos - snap >= roundUpAt) ++snap; return ((float)snap * vid_conwidth.value / vid.width); /* x = (int)(x * vid.width / vid_conwidth.value); x = (x * vid_conwidth.value / ...
(); // Draw Hello World string output = "Hello World"; // Find the center of the string Vector2 FontOrigin = CourierNew.MeasureString( output ) / 2; // Draw the string ForegroundBatch.DrawString( CourierNew, output, FontPos, Color.LightGreen, FontRotation, FontOrigin, 1.0f, Sprite...
d_spriteskip "0" // 不清楚,似乎能提高性能 gl_palette_tex "0" // 使纹理平滑 gl_round_down "5" // 纹理降级等级固定(1-99越高质量越低)* max_shells 0 // 不显示退镗弹壳 gl_texturemode "GL_LINEAR_MIPMAP_NEAREST" // 设置纹理模式 gl_wateramp "0" // 不显示水波 fastsprites 1 //...
void CStarSprite::DrawPointSprite(void) { if(!m_bActive) return; D3DXMATRIX matTrans; D3DXMATRIX matRot; D3DXMATRIX matWorld; D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 10.0f ); /* //��ת D3DXMatrixRotationYawPitchRoll( &matRot, D3DXToRadian(0.0f), D3DXToRadian(0.0f), 0.0f ...