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land.sprite

LandSpriteType

LandSpriteTypeWithImage

LandSpriteTypeImage

LandSpriteTypeAnimation

LandSprite

LandSpriteWithImage

LandSpriteAnimated

LandSpritesGrid

land_sprites_grid_new

Parameters: int cell_w, int cell_h, int x_cells, int y_cells

Returns: LandGrid*

land_sprites_grid_resize

Parameters: LandGrid * super, int cell_w, int cell_h, int x_cells, int y_cells

land_sprites_grid_clear

Parameters: LandGrid * super

Removes all sprites from a grid, but does not destroy them.

land_sprites_grid_del

Parameters: LandGrid * super

Deletes a sprites grid. The sprites themselves are not destroyed.

land_sprite_initialize

Parameters: LandSprite * self, LandSpriteType * type

land_sprite_new

Parameters: LandSpriteType * type

Returns: LandSprite*

land_sprite_with_image_new

Parameters: LandSpriteType * type, LandImage * image

Returns: LandSprite*

land_sprite_image_destroy

Parameters: LandSprite * self

land_sprite_image_initialize

Parameters: LandSprite * super

land_sprite_animated_initialize

Parameters: LandSprite * super

land_sprite_animated_new

Parameters: LandSpriteType * type

Returns: LandSprite*

land_sprite_animated_destroy

Parameters: LandSprite * sprite

land_sprite_del

Parameters: LandSprite * self

Destroys a sprite. This will not remove its reference from a grid in case it is inside one - so only use this if you know what you are doing.

land_sprite_destroy

Parameters: LandSprite * self

Same as land_sprite_del.

land_sprite_show

Parameters: LandSprite * self, LandGrid * grid

land_sprite_hide

Parameters: LandSprite * self, LandGrid * grid

land_sprite_overlap_pixelperfect

Parameters: LandSprite * self, LandSprite * other

Returns: int

Given two sprites who have a type LandSpriteTypeImage, do a pixel overlap test, and return 0 if they don’t overlap.

land_sprite_grid_ysorted

Parameters: LandGrid * self

land_sprites_grid_get_all

Parameters: LandGrid * sprites_grid

Returns: LandArray*

land_sprites_grid_overlap

Parameters: LandSprite * self, LandGrid * sprites_grid

Returns: LandList*

Return a list of all sprites overlapping the sprite in the given grid. The sprite itself is not returned. Note that this only works if all sprites in the grid have compatible overlapping, e.g. if the sprite does a pixel-overlap test, then all other sprites must have a pixel mask, or if it does a bounding circle test, then all other sprites must have a bounding circle, and so on.

land_sprites_grid_get_circle

Parameters: LandGrid * sprites_grid, float x, float y, float radius

Returns: LandList*

Return a list of all sprites in the grid, whose position is inside the given circle (in pixels). The size of the sprite is currently ignored, only its point position is used.

land_sprites_grid_get_rectangle

Parameters: LandGrid * sprites_grid, float l, float t, float r, float b

Returns: LandList*

Return a list of all sprites in the given rectangle. All the sprites who are in one of the grid cells overlapped by the rectangle are returned.

land_sprites_grid_get_in_cell

Parameters: LandGrid * grid, int cx, int cy

Returns: LandList*

land_sprites_get_triangle

Parameters: LandGrid * sprites_grid, float p1x, float p1y, float p2x, float p2y, float p3x, float p3y

Returns: LandList*

Return a list of all sprites in the given triangle. This only considers center positions, the size/shape of sprites is completely ignored.

land_sprites_grid_get_in_view

Parameters: LandGrid * sprites_grid, LandView * view, float l, float t, float r, float b

Returns: LandList*

land_sprite_remove_from_grid

Parameters: LandSprite * self, LandGrid * grid

Remove a sprite from a grid.

land_sprite_place_into_grid

Parameters: LandSprite * self, LandGrid * grid, float x, float y

Place a sprite into a grid.

land_sprite_move

Parameters: LandSprite * self, LandGrid * grid, float x, float y

Move a sprite by the given amount of pixels

land_sprite_move_to

Parameters: LandSprite * self, LandGrid * grid, float x, float y

Move a sprite to the given position in pixels.

land_sprites_grid_draw_cell

Parameters: LandSpritesGrid * self, LandView * view, int cell_x, int cell_y, float pixel_x, float pixel_y

land_sprites_grid_draw

Parameters: LandGrid * super, LandView * view

land_sprites_init

no parameters

land_sprites_exit

no parameters

land_spritetype_new

no parameters

Returns: LandSpriteType*

land_spritetype_destroy

Parameters: LandSpriteType * self

land_spritetype_with_image_new

no parameters

Returns: LandSpriteTypeWithImage*

land_spritetype_image_initialize

Parameters: LandSpriteType * super, LandImage * image, bool mask, int n

land_spritetype_image_new

Parameters: LandImage * image, bool mask, int n

Returns: LandSpriteType*

land_spritetype_animation_initialize

Parameters: LandSpriteType * super, LandAnimation * animation, LandImage * image, bool mask, int n

land_spritetype_animation_new

Parameters: LandAnimation * animation, LandImage * image, bool mask, int n

Returns: LandSpriteType*

Create a new animation sprite type with the given animation. The image is used for collision detection. If no image is given, the first frame of the animation is used instead.

If a mask is request n is the number of rotations. A negative n
means two variants are made for each rotation (one flipped
horizontally).

land_spritetype_animation_destroy

Parameters: LandSpriteType * base


Generated: Thu 27 Feb 2020 10:49:37 PM EST