singleFireSprite Class Reference

A spriteObject that plays through an animation cycle once and then deletes itself. More...

#include <singleFireSprite.h>

Inherits spriteObject.

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List of all members.

Public Member Functions

 singleFireSprite (spriteManager *newsm, u8 palID, const unsigned char *spriteData, vector< u8 > frames, u8 ticksPerFrame, u8 sizex, u8 sizey, u8 cx=16, u8 cy=16, s16 nx=OFFX, s16 ny=OFFY, u8 minIndex=0, u8 colorMode=1)
 Create an 'effect' sprite that will play once by giving it raw sprite data.
 singleFireSprite (spriteManager *newsm, u8 palID, u16 gfxID, vector< u8 > frames, u8 ticksPerFrame, u8 sizex, u8 sizey, u8 cx=16, u8 cy=16, s16 nx=OFFX, s16 ny=OFFY, u8 minIndex=0, u8 colorMode=1)
 Create an 'effect' sprite that will play once by giving it a preloaded GFX id.
virtual void updateSprite ()
 Update the animation frame for this spriteObject and flag for deletion if the animation has finished.
virtual ~singleFireSprite ()

Detailed Description

A spriteObject that plays through an animation cycle once and then deletes itself.

singleFireSprites are designed to be low-maintenance effects that you can simply assign a graphic and animation frames to and leave the rest up to them. Once the animation is completed, they destroy themselves and the spriteManager handling them cleans up the rest.

Author:
pospi

Definition at line 35 of file singleFireSprite.h.


Constructor & Destructor Documentation

singleFireSprite::singleFireSprite ( spriteManager newsm,
u8  palID,
const unsigned char *  spriteData,
vector< u8 >  frames,
u8  ticksPerFrame,
u8  sizex,
u8  sizey,
u8  cx = 16,
u8  cy = 16,
s16  nx = OFFX,
s16  ny = OFFY,
u8  minIndex = 0,
u8  colorMode = 1 
)

Create an 'effect' sprite that will play once by giving it raw sprite data.

Parameters:
newsm the spriteManager which should manage this spriteObject
palID ID of the pallete (preloaded by newsm) to use
spriteData the raw sprite data to use to draw this spriteObject
frames a vector of frame numbers, to be played in sequence
ticksPerFrame the animation speed of the effect
sizex memory constant to specify x size of the sprite
sizey memory constant to specify y size of the sprite
cx x sprite center relative to top left of the graphic
cy y sprite center relative to top left of the graphic
nx x screen position (in pixels) to play the effect
ny y screen position (in pixels) to play the effect
minIndex minimum sprite index in the spriteManager OAM array, which can be used as a depth hierachy
colorMode colour mode, using PALib constants. 1 = 8bit.

Definition at line 39 of file singleFireSprite.cpp.

References spriteObject::giveSprite(), spriteObject::setArbitraryAnim(), spriteObject::setFrame(), spriteObject::setLayer(), and spriteObject::setPallete().

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singleFireSprite::singleFireSprite ( spriteManager newsm,
u8  palID,
u16  gfxID,
vector< u8 >  frames,
u8  ticksPerFrame,
u8  sizex,
u8  sizey,
u8  cx = 16,
u8  cy = 16,
s16  nx = OFFX,
s16  ny = OFFY,
u8  minIndex = 0,
u8  colorMode = 1 
)

Create an 'effect' sprite that will play once by giving it a preloaded GFX id.

Parameters:
newsm the spriteManager which should manage this spriteObject
palID ID of the pallete (preloaded by newsm) to use
gfxID ID of the GFX (preloaded by newsm) to use
frames a vector of frame numbers, to be played in sequence
ticksPerFrame the animation speed of the effect
sizex memory constant to specify x size of the sprite
sizey memory constant to specify y size of the sprite
cx x sprite center relative to top left of the graphic
cy y sprite center relative to top left of the graphic
nx x screen position (in pixels) to play the effect
ny y screen position (in pixels) to play the effect
minIndex minimum sprite index in the spriteManager OAM array, which can be used as a depth hierachy
colorMode colour mode, using PALib constants. 1 = 8bit.

Definition at line 69 of file singleFireSprite.cpp.

References spriteObject::giveGFX(), spriteObject::setArbitraryAnim(), spriteObject::setFrame(), spriteObject::setLayer(), and spriteObject::setPallete().

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singleFireSprite::~singleFireSprite (  )  [virtual]

Definition at line 95 of file singleFireSprite.cpp.


Member Function Documentation

void singleFireSprite::updateSprite (  )  [virtual]

Update the animation frame for this spriteObject and flag for deletion if the animation has finished.

Reimplemented from spriteObject.

Definition at line 85 of file singleFireSprite.cpp.

References spriteObject::arbitraryAnim, spriteObject::destroy(), and spriteObject::updateSprite().

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The documentation for this class was generated from the following files:
Generated on Tue Mar 13 23:27:55 2007 for MDuel DS by  doxygen 1.5.1-p1