This file contains sprites headers. More...
Functions | |
void | ML_DrawSprite (ML_Sprite *sprite) |
This function shows the sprite which is already loaded, of course. | |
void | ML_DrawSpriteXY (ML_Sprite *sprite, int x, int y) |
This function shows the sprite which is already loaded. At X and Y positions. | |
void | ML_DrawSpriteFull (ML_Sprite *sprite, int x, int y, float angle, float scaleX, float scaleY, u8 alpha) |
This function shows the sprite which is already loaded. It can be faster when you have many things to do on the sprites in a time. | |
void | ML_InitTile (ML_Sprite *sprite, u16 width, u16 height) |
This function inits the tile system of the sprite. | |
void | ML_DrawTile (ML_Sprite *sprite, int x, int y, u16 frame) |
This function draws a tile. | |
void | ML_DrawSpriteText (ML_Sprite *sprite, int x, int y, const char *text,...) |
This function draws some graphic text. | |
void | ML_DrawSpriteTextLimit (ML_Sprite *sprite, int x, int y, char *text, u8 limit) |
This function draws some graphic text with a limit of characters. | |
void | ML_DrawSpriteTextBox (ML_Sprite *sprite, int x, int y, int x2, int y2, const char *text,...) |
This function draws some graphic text within a box. | |
void | ML_DrawSpriteSimpleText (ML_Sprite *sprite, int x, int y, const char *text) |
This function draws some graphic text, but with no arguments and other funny thing : just faster ! | |
void | ML_CloneSprite (ML_Sprite *sprite1, ML_Sprite *sprite2) |
This function clones two sprites. | |
bool | ML_IsSpriteVisible (ML_Sprite *sprite) |
This function checks if the sprite is visible. | |
void | ML_AnimateSprite (ML_Sprite *sprite, bool enabled, u8 waitForXSecondsBetweenFrames) |
This function animates the sprite which needs to be tiled (and initialized for that). | |
void | ML_AnimateSpriteEx (ML_Sprite *sprite, bool enabled, u8 waitForXRefreshBetweenFrames, u8 from, u8 to) |
This function animates the sprite which needs to be tiled (and initialized for that). It will animate from "from" to "to" in loops. | |
void | ML_AnimateSpriteEx2 (ML_Sprite *sprite, bool enabled, u8 waitForXRefreshBetweenFrames, u8 from, u8 to, u8 times) |
This function animates the sprite which needs to be tiled (and initialized for that). It will animate from "from" to "to" in "time" loops. | |
void | ML_MoveSpriteWiimotePad (ML_Sprite *sprite, u8 wpad) |
This function moves the sprite with the D-Pad of the Wiimote. | |
void | ML_MoveSpriteWiimoteIR (ML_Sprite *sprite, u8 wpad) |
This function moves the sprite with Wiimote IR. | |
bool | ML_IsWiimoteInSprite (u8 wpad, const ML_Sprite *sprite) |
This function checks if the Wiimote pointer is in the sprite. | |
bool | ML_IsWiimoteInSpriteEx (u8 wpad, const ML_Sprite *sprite) |
Prefer not to use this because it's slower. This function checks if the Wiimote pointer is in the sprite. It's a pixel-detection. | |
bool | ML_IsCollision (const ML_Sprite *sprite, const ML_Sprite *sprite2) |
This function checks if there is a collision between two sprites. It's a box-detection. | |
bool | ML_IsCollisionEx (const ML_Sprite *sprite, const ML_Sprite *sprite2) |
Prefer not to use this because it's slower. This function checks if there is a collision between two sprites. It's a pixel-detection. | |
bool | ML_IsCollisionSpriteRect (const ML_Sprite *sprite, int x, int y, int width, int height) |
Detects a collision between a sprite and a rectangle. | |
bool | ML_IsCollisionSpriteCircle (const ML_Sprite *sprite, int centerX, int centerY, int radius) |
Detects a collision between a sprite and a circle. | |
bool | ML_IsCollisionRectRect (int x1, int y1, int width1, int height1, int x2, int y2, int width2, int height2) |
Detects a collision between two rectangles. | |
bool | ML_IsCollisionCircleCircle (int centerX1, int centerY1, int radius1, int centerX2, int centerY2, int radius2) |
Detects a collision between two circles. | |
bool | ML_IsCollisionRectCircle (int x, int y, int width, int height, int centerX, int centerY, int radius) |
Detects a collision between a rectangle and a circle. | |
void | ML_Cursor (ML_Sprite *sprite, u8 wpad) |
This function draws the sprite as a cursor. Wiimote pointer will be in the center of the sprite. X and Y of the cursor will be where the wiimote point to. | |
void | ML_RotateSprite (ML_Sprite *sprite, float angle, u8 autoRotate) |
This function rotates the sprite. | |
void | ML_SetSpriteXY (ML_Sprite *sprite, int x, int y) |
This function changes the X and Y positions of the sprite. | |
void | ML_SetSpriteX (ML_Sprite *sprite, int x) |
This function changes the X position of the sprite. | |
void | ML_SetSpriteY (ML_Sprite *sprite, int y) |
This function changes the Y position of the sprite. | |
void | ML_SetSpriteScale (ML_Sprite *sprite, float scaleX, float scaleY) |
This function changes the Scale X and Scale Y of the sprite. | |
void | ML_SetSpriteSize (ML_Sprite *sprite, u16 width, u16 height) |
This function changes the size of your sprite. | |
void | ML_SetSpriteVelocity (ML_Sprite *sprite, int dx, int dy) |
This function sets the velocity members of the sprite. | |
void | ML_SetSpriteAlpha (ML_Sprite *sprite, u8 alpha) |
This function sets the transparency of the sprite. | |
void | ML_FlipSpriteX (ML_Sprite *sprite, bool flipX) |
This function flips the sprite horizontally if flipX is set to 1. | |
void | ML_FlipSpriteY (ML_Sprite *sprite, bool flipY) |
This function flips the sprite vertically if flipY is set to 1. | |
void | ML_FlipSpriteXY (ML_Sprite *sprite, bool flipX, bool flipY) |
This function flips the sprite. |
This file contains sprites headers.
void ML_AnimateSprite | ( | ML_Sprite * | sprite, | |
bool | enabled, | |||
u8 | waitForXRefreshBetweenFrames | |||
) |
This function animates the sprite which needs to be tiled (and initialized for that).
sprite | Sprite | |
enabled | Animation enabled (1) or disabled (0) | |
waitForXRefreshBetweenFrames | This is the last of time between each frames. |
void ML_AnimateSpriteEx | ( | ML_Sprite * | sprite, | |
bool | enabled, | |||
u8 | waitForXRefreshBetweenFrames, | |||
u8 | from, | |||
u8 | to | |||
) |
This function animates the sprite which needs to be tiled (and initialized for that).
It will animate from "from" to "to" in loops.
sprite | Sprite | |
enabled | Animation enabled (1) or disabled (0) | |
waitForXRefreshBetweenFrames | This is the last of time between each frames. | |
from | From where the sprite will begin the animation | |
to | To where the sprite will finish the animations |
void ML_AnimateSpriteEx2 | ( | ML_Sprite * | sprite, | |
bool | enabled, | |||
u8 | waitForXRefreshBetweenFrames, | |||
u8 | from, | |||
u8 | to, | |||
u8 | times | |||
) |
This function animates the sprite which needs to be tiled (and initialized for that).
It will animate from "from" to "to" in "time" loops.
sprite | Sprite | |
enabled | Animation enabled (1) or disabled (0) | |
waitForXRefreshBetweenFrames | This is the last of time between each frames. | |
from | From where the sprite will begin the animation | |
to | To where the sprite will finish the animations | |
times | How many times it will be looped. (0 means infinite) |
This function clones two sprites.
sprite1 | The original sprite | |
sprite2 | The sprite which will be the same as sprite1 |
void ML_Cursor | ( | ML_Sprite * | sprite, | |
u8 | wpad | |||
) |
This function draws the sprite as a cursor.
Wiimote pointer will be in the center of the sprite.
X and Y of the cursor will be where the wiimote point to.
sprite | Sprite | |
wpad | Which Wiimote |
void ML_DrawSprite | ( | ML_Sprite * | sprite | ) |
This function shows the sprite which is already loaded, of course.
sprite | Sprite |
void ML_DrawSpriteFull | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
float | angle, | |||
float | scaleX, | |||
float | scaleY, | |||
u8 | alpha | |||
) |
This function shows the sprite which is already loaded.
It can be faster when you have many things to do on the sprites in a time.
sprite | Sprite | |
x | X position | |
y | Y position | |
angle | Angle in degrees ( -180 -> +180 ) | |
scaleX | Horizontal scale | |
scaleY | Vertical scale | |
alpha | Transparency ( 0 -> 255 ) |
void ML_DrawSpriteSimpleText | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
const char * | text | |||
) |
This function draws some graphic text, but with no arguments and other funny thing : just faster !
sprite | Sprite for extra-features like transparency, etc... | |
x | X position | |
y | Y position | |
text | Text |
void ML_DrawSpriteText | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
const char * | text, | |||
... | ||||
) |
This function draws some graphic text.
sprite | Sprite for extra-features like transparency, etc... | |
x | X position | |
y | Y position | |
text | Text which can have arguments |
void ML_DrawSpriteTextBox | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
int | x2, | |||
int | y2, | |||
const char * | text, | |||
... | ||||
) |
This function draws some graphic text within a box.
sprite | Sprite for extra-features like transparency, etc... | |
x | X position of the left-upper corner | |
y | Y position of the left-bottom corner | |
x2 | X position of the right-upper corner | |
y2 | Y position of the right-bottom corner | |
text | Text |
void ML_DrawSpriteTextLimit | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
char * | text, | |||
u8 | limit | |||
) | [inline] |
This function draws some graphic text with a limit of characters.
sprite | Sprite for extra-features like transparency, etc... | |
x | X position | |
y | Y position | |
text | Text | |
limit | Limit of characters |
void ML_DrawSpriteXY | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y | |||
) |
This function shows the sprite which is already loaded. At X and Y positions.
sprite | Sprite | |
x | X position | |
y | Y position |
void ML_DrawTile | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
u16 | frame | |||
) |
This function draws a tile.
sprite | Sprite | |
x | X position | |
y | Y position | |
frame | Tile n°<frame> |
void ML_FlipSpriteX | ( | ML_Sprite * | sprite, | |
bool | flipX | |||
) |
This function flips the sprite horizontally if flipX is set to 1.
sprite | Sprite | |
flipX | Flipping enabled (1) or disabled (0) |
void ML_FlipSpriteXY | ( | ML_Sprite * | sprite, | |
bool | flipX, | |||
bool | flipY | |||
) |
This function flips the sprite.
sprite | Sprite | |
flipX | Horizontal flipping enabled (1) or disabled (0) | |
flipY | Vertical flipping enabled (1) or disabled (0) |
void ML_FlipSpriteY | ( | ML_Sprite * | sprite, | |
bool | flipY | |||
) |
This function flips the sprite vertically if flipY is set to 1.
sprite | Sprite | |
flipY | Flipping enabled (1) or disabled (0) |
void ML_InitTile | ( | ML_Sprite * | sprite, | |
u16 | width, | |||
u16 | height | |||
) |
This function inits the tile system of the sprite.
sprite | Sprite | |
width | Width of the tile | |
height | Height of the tile |
This function checks if there is a collision between two sprites.
It's a box-detection.
sprite | 1st Sprite | |
sprite2 | 2nd Sprite |
bool ML_IsCollisionCircleCircle | ( | int | centerX1, | |
int | centerY1, | |||
int | radius1, | |||
int | centerX2, | |||
int | centerY2, | |||
int | radius2 | |||
) |
Detects a collision between two circles.
centerX1 | X position of the first circle | |
centerY1 | Y position of the first circle | |
radius1 | Radius of the first circle | |
centerX2 | X position of the second circle | |
centerY2 | Y position of the second circle | |
radius2 | Radius of the second circle |
Prefer not to use this because it's slower.
This function checks if there is a collision between two sprites.
It's a pixel-detection.
sprite | 1st Sprite | |
sprite2 | 2nd Sprite |
bool ML_IsCollisionRectCircle | ( | int | x, | |
int | y, | |||
int | width, | |||
int | height, | |||
int | centerX, | |||
int | centerY, | |||
int | radius | |||
) |
Detects a collision between a rectangle and a circle.
x | X position of the rectangle | |
y | Y position of the rectangle | |
width | Width of the rectangle | |
height | Height of the rectangle | |
centerX | X position of the circle | |
centerY | Y position of the circle | |
radius | Radius of the circle |
bool ML_IsCollisionRectRect | ( | int | x1, | |
int | y1, | |||
int | width1, | |||
int | height1, | |||
int | x2, | |||
int | y2, | |||
int | width2, | |||
int | height2 | |||
) |
Detects a collision between two rectangles.
x1 | X position of the first rectangle | |
y1 | Y position of the first rectangle | |
width1 | Width of the first rectangle | |
height1 | Height of the first rectangle | |
x2 | X position of the second rectangle | |
y2 | Y position of the second rectangle | |
width2 | Width of the second rectangle | |
height2 | Height of the second rectangle |
bool ML_IsCollisionSpriteCircle | ( | const ML_Sprite * | sprite, | |
int | centerX, | |||
int | centerY, | |||
int | radius | |||
) |
Detects a collision between a sprite and a circle.
sprite | Sprite | |
centerX | X position of the circle | |
centerY | Y position of the circle | |
radius | Radius of the circle |
bool ML_IsCollisionSpriteRect | ( | const ML_Sprite * | sprite, | |
int | x, | |||
int | y, | |||
int | width, | |||
int | height | |||
) |
Detects a collision between a sprite and a rectangle.
sprite | Sprite | |
x | X position of the rectangle | |
y | Y position of the rectangle | |
width | Width of the rectangle | |
height | Height of the rectangle |
bool ML_IsSpriteVisible | ( | ML_Sprite * | sprite | ) |
This function checks if the sprite is visible.
sprite | Sprite |
bool ML_IsWiimoteInSprite | ( | u8 | wpad, | |
const ML_Sprite * | sprite | |||
) |
This function checks if the Wiimote pointer is in the sprite.
wpad | Wiimote number | |
sprite | Sprite |
bool ML_IsWiimoteInSpriteEx | ( | u8 | wpad, | |
const ML_Sprite * | sprite | |||
) |
Prefer not to use this because it's slower.
This function checks if the Wiimote pointer is in the sprite.
It's a pixel-detection.
wpad | Wiimote number | |
sprite | Sprite |
void ML_MoveSpriteWiimoteIR | ( | ML_Sprite * | sprite, | |
u8 | wpad | |||
) |
This function moves the sprite with Wiimote IR.
sprite | Sprite | |
wpad | Which Wiimote |
void ML_MoveSpriteWiimotePad | ( | ML_Sprite * | sprite, | |
u8 | wpad | |||
) |
This function moves the sprite with the D-Pad of the Wiimote.
sprite | Sprite | |
wpad | Which Wiimote |
void ML_RotateSprite | ( | ML_Sprite * | sprite, | |
float | angle, | |||
u8 | autoRotate | |||
) |
This function rotates the sprite.
sprite | Sprite | |
angle | Angle of rotation (degrees) | |
autoRotate | If TRUE, the sprite will rotate of <angle> degrees each frame. If it's FALSE, the sprite will rotate to the angle indicated. |
void ML_SetSpriteAlpha | ( | ML_Sprite * | sprite, | |
u8 | alpha | |||
) |
This function sets the transparency of the sprite.
sprite | Sprite | |
alpha | Transparency ( 0 -> 255 ) |
void ML_SetSpriteScale | ( | ML_Sprite * | sprite, | |
float | scaleX, | |||
float | scaleY | |||
) |
This function changes the Scale X and Scale Y of the sprite.
sprite | Sprite | |
scaleX | New scale for the width of the sprite | |
scaleY | New scale for the height of the sprite |
void ML_SetSpriteSize | ( | ML_Sprite * | sprite, | |
u16 | width, | |||
u16 | height | |||
) |
This function changes the size of your sprite.
sprite | Sprite | |
width | New width | |
height | New height |
void ML_SetSpriteVelocity | ( | ML_Sprite * | sprite, | |
int | dx, | |||
int | dy | |||
) |
This function sets the velocity members of the sprite.
sprite | Sprite | |
dx | New horizontal velocity | |
dy | New vertical velocity |
void ML_SetSpriteX | ( | ML_Sprite * | sprite, | |
int | x | |||
) |
This function changes the X position of the sprite.
sprite | Sprite | |
x | New X position |
void ML_SetSpriteXY | ( | ML_Sprite * | sprite, | |
int | x, | |||
int | y | |||
) |
This function changes the X and Y positions of the sprite.
sprite | Sprite | |
x | New X position | |
y | New Y position |
void ML_SetSpriteY | ( | ML_Sprite * | sprite, | |
int | y | |||
) |
This function changes the Y position of the sprite.
sprite | Sprite | |
y | New Y position |