Mercurial > hg > old > magoroku_racing.bad
view gSprite.h @ 139:00d7de7fe9df default tip
fix collision
author | Atuto SHIROMA <e095729@ie.u-ryukyu.ac.jp> |
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date | Thu, 21 Jul 2011 22:49:57 +0900 |
parents | 586d68c42c5d |
children | d84ee8b2cfd9 |
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#ifndef GSPRITE_H #define GSPRITE_H #include "Magoroku.h" //+415.692169 #define TEST_Z_GRID -700 // とりあえず // enum_SpriteNameの略 // 数値に意味が無いんだったら、普通に0から始めましょう enum eSpName { TITLE = 10, SELECT = 17, SP_METER = 23, R_ARROW = 24, L_ARROW = 25, KM = 26, // Km/h RAP = 27, PLAYER_1 = 28, PLAYER_2 = 29, SELECT_CAR_1 = 51, SELECT_CAR_2 = 52, SELECT_CAR_3 = 53, SELECT_CORSE_1 = 81, SELECT_CORSE_2 = 82, /* CAR_ASURADA, CAR_KART, CAR_ASURADA_GSX, CAR_KURUMA, */ CHOICE_CAR, // プレイヤーが選択した車. COURSE1_1, COURSE1_2, COURSE1_3, COURSE2_1, COURSE2_2, COURSE2_3, COURSE3_1, COURSE3_2, COURSE3_3, COURSE4_1, COURSE4_2, COURSE4_3, COURSE5_1, COURSE5_2, COURSE5_3, COURSE6_1, COURSE6_2, COURSE6_3, SP_TABLE_MAX_NUM // spTableの最大数になるはず }; //スプライトの優先順位らしい ? #define SPRITE_PRIO_FOREGROUND 1 typedef struct SpriteTable { // short dx; // short dy; short w; short h; short mx; short my; int color; int page; int tex_w; int tex_h; int *texture; int tex_id; // for open gl } SpriteTable; // extern とってみたけど、なにか不都合ありますか?:miya void gSprite_Init(); void gSprite_Draw_Reset(); void gSprite_PutSprite(bool ScreenPos,int number, int x, int y, int z, int test); //void gSprite_PutSpriteEx(int number, int x, int y, float w, float h); void gSprite_PutSpriteEx(bool ScreenPos, int number, int x, int y, int z, float scalex, float scaley, float angle); //void gSprite_DefSprite(int number, int tx, int ty, int tw, int th); void gSprite_DefSprite(int number, const char *name, float w, float h, int color);//, OBJECT *obj); #endif void flip(); // rootのポインターを返す SceneGraphPtr getRootPtr( void ); /* float get_cameraPos(int n); n==0 retrun x n==1 return y n==2 return z n==3 ? */ float get_cameraPos( int n ); // 引数の座標にカメラが追従する void set_cameraPos( FVECTOR, FVECTOR ); void gSprite_PutObject(int number,OBJECT *obj); // Viewer *drootにxmlファイルを追加 void call_createFromXMLfile( char *filename ); // createScenGraphe()する /* OBJECT* call_createSceneGraph( char *filename ); OBJECT* call_createSceneGraph( void ); */ // テスト用関数 void cameraControl( void );