Tiled Sprites display a regular texture in a tiled format, so instead of scaling it repeats. This is good for backgrounds and also works with sprite animation!
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| VTiledSprite (sf::Vector2f Position, const sf::String &Filename="") |
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| VTiledSprite (float x=0, float y=0, const sf::String &Filename="") |
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virtual VSprite * | LoadGraphic (const sf::String &filename, bool animated=false, int width=0, int height=0, const sf::IntRect &rect=sf::IntRect()) override |
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virtual VSprite * | LoadGraphicFromTexture (sf::Texture &texture, bool animated=false, int width=0, int height=0, const sf::IntRect &rect=sf::IntRect()) override |
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virtual VSprite * | MakeGraphic (int width, int height, sf::Color color, float outline=0, sf::Color outlineColor=sf::Color::Transparent) override |
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virtual VSprite * | MakeGraphicCircle (int radius, sf::Color color, float outline=0, sf::Color outlineColor=sf::Color::Transparent) override |
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virtual VSprite * | MakeGraphicSided (int radius, int sides, sf::Color color, float outline=0, sf::Color outlineColor=sf::Color::Transparent) |
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virtual VSprite * | MakeGraphicConvex (const std::vector< sf::Vector2f > &points, sf::Color color, float outline=0, sf::Color outlineColor=sf::Color::Transparent) |
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virtual void | Destroy () override |
| Destroys the sprite rendering data (and texture if disposable is set for true).
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virtual void | Draw (sf::RenderTarget &RenderTarget) override |
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| VSprite (sf::Vector2f Position, const sf::String &Filename="") |
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| VSprite (float x=0, float y=0, const sf::String &filename="") |
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virtual void | Update (float dt) override |
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| VObject (sf::Vector2f position, sf::Vector2f size=sf::Vector2f()) |
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| VObject (float x=0, float y=0, float width=0, float height=0) |
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void | SetPositionAtCentre (float x, float y) |
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void | SetPositionAtCentre (sf::Vector2f newPos) |
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bool | IsSolid () |
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virtual void | Reset (sf::Vector2f newPos) |
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virtual void | Reset (float x, float y) |
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virtual void | Hurt (float damage) |
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virtual void | Kill () |
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virtual void | Revive () |
| Revives the object by setting both alive and exists back to true.
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static bool | separate (VObject *a, VObject *b) |
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static bool | separateCircle (VObject *a, VObject *b) |
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static bool | touchFlag (VObject *a, VObject *b) |
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static float | computeVelocity (float v, float a, float d, float max, float dt) |
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static bool | TestInView (const sf::View &renderTargetView, sf::View *defaultView, VObject *o, const sf::FloatRect &renderBox=sf::FloatRect()) |
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static const wchar_t * | VString (const char *fmt,...) |
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static void | VLog (const char *fmt,...) |
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static void | VLogError (const char *fmt,...) |
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static void | VClearLog () |
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sf::RenderStates | RenderState = sf::RenderStates::Default |
| RenderState for the Sprite.
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sf::Color | Tint = sf::Color::White |
| Colour Tint of the Sprite.
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sf::Vector2f | Origin |
| Origin of the Sprite in pixels (for rotation).
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sf::Vector2f | Offset |
| Offset of the graphic from the Position.
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sf::Vector2f | Scale |
| Scale transform.
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sf::Vector2u | FrameSize |
| The size of a frame, can be different from Size.
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bool | FlipX = false |
| If true, the sprite is flipped horzontally.
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bool | FlipY = false |
| If true, the sprite is flipped vertically.
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VAnimationManager | Animation |
| The animation manager for this sprite. Use this to set up and control sprite animations.
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sf::Vector2f | Position |
| Position of the object.
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sf::Vector2f | Size |
| Size of the object.
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sf::Vector2f | Last |
| Position of the object on the previous frame.
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float | Radius = 0 |
| Radius amount for Circle Collisions.
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float | Angle = 0 |
| Angle of object.
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float | AngleVelocity = 0 |
| Velocity of rotation.
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float | AngleAcceleration = 0 |
| Acceleration of rotation.
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float | AngleDrag = 0 |
| Drag of rotation.
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float | AngleMax = 10000 |
| Maximum Velocity of rotation.
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bool | Moves = true |
| If true, updates the objects position and angle.
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sf::Vector2f | Velocity |
| Velocity of movement.
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sf::Vector2f | Acceleration |
| Acceleration of movement.
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sf::Vector2f | Drag |
| Drag of movement.
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sf::Vector2f | MaxVelocity |
| Maximum velocity of movement.
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sf::Vector2f | ScrollFactor |
| The amount the object will appear to move when the camera scrolls (1.0f = Scrolls as fast as the camera, 0.5f = Scrolls half as fast as the camera). Good for parallax scrolling.
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float | RotateFactor = 1 |
| The amount the object will appear to rotate when the camera rotates (1.0f = Rotates as fast as the camera, 0.5f = Rotates half as fast as the camera). Good for parallax scrolling.
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float | ZoomFactor = 1 |
| The amount the object will appear to scale when the camera zooms (1.0f = Scales as fast as the camera, 0.5f = Scales half as fast as the camera). Good for parallax scrolling.
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float | Elasticity = 0 |
| Bounciness of the object (0 assumes no bounce)
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float | Mass = 1 |
| Mass of object in comparison to other objects in world.
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float | Health = 100 |
| Standard health value (object dies if health is <= 0 when modified in the Hurt function)
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bool | Immovable = false |
| If true, the object will not change its velocity on collision.
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unsigned char | Touching = SidesTouching::TOUCHNONE |
| Which sides are currently touching (is reset on each Update call!)
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unsigned char | WasTouching = SidesTouching::TOUCHNONE |
| Which sides on previous frame were touching (is reset on each Update call!)
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unsigned char | AllowCollisions = SidesTouching::TOUCHALL |
| Which sides are allowed to check collisions for.
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bool | CollisionXDrag = true |
| Useful for moving platforms.
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bool | active = true |
| Base can be updated using Update if true.
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bool | visible = true |
| Base can be rendered using Draw if true.
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bool | alive = true |
| Helper member that is mainly used filter out behaviours to objects which aren't alive in the scene.
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bool | exists = true |
| Base can be updated and rendered if true, else it would no longer be treated as being part of the scene.
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VType | type = NONE |
| Base object type, typically set in the constructor of an inherited object to specify what type it is.
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uint32_t | RefCount = 0 |
| Counts the amount of times the object is referenced in groups, ensures an object is only destroyed when no longer part of a single group.
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static float | SeparateBias |
| Adds to the maximum overlap distance between objects.
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bool | disposible = false |
| If true, texture will be destroyed within VSprite. Important if texture isn't loaded from VContent.
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sf::VertexArray | vertexArray |
| Sprite render infomation.
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Tiled Sprites display a regular texture in a tiled format, so instead of scaling it repeats. This is good for backgrounds and also works with sprite animation!