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AddSprite | ||||||||||||
Purpose Adds a new sprite object to the manager |
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Protoype void CSpriteMngr::AddSprite (string str_sprite_id, string str_image_id, bool b_show, string str_current_anim, int i_sprite_x, int i_sprite_y) |
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Parameters
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Description This function adds a new sprite object with the unique identifier passed in for str_sprite_id. If there is already a copy of the sprite ID in the manager then the new sprite object will not be added. Each sprite object must have an accompanying image ID pass in via str_image_id that points to the image holding the sprite's animation template This template contains the various frames of animation used to animate the sprite. Use b_show to decide whether you want to show (TRUE) or hide (FALSE) the sprite when it is created. The value of str_current_anim is the ID of a current or future animation sequence. If you were to lock this sprite object and play its animation after creating it, the sequence you passed in for str_current_anim would play - or toss an error if the sequence ID does not yet exist. If you wish to have no default animation, use NO_ANIM. Finally, to place the sprite on the screen you use the last two parameters, i_sprite_x and i_sprite_y.
Layering Sprites If you want one sprite to appear atop of another, then you can use the manager's sorting ability. Simply adopt the naming convention of #_spritename where # is the layer number of the sprite. So say you have two sprites - spriteA and spriteB. If you want spriteA to be able to appear on top of spriteB then you would rename them 0_spriteA and 1_spriteB. If you wanted to place spriteC in between the two, you would rename them all 0_spriteA, 1_spriteC and 2_spriteB. |
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Use CSpriteMngr sprite; sprite.AddSprite("my_sprite", "sprite_template", true, NO_ANIM, 50, 50); |
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