*sp | Pointer to sprite structure |
n | Sprite number |
attr | Attribute |
The following attributes can be set:
-NJD_SPRITE_ANGLE | Validate texture rotation. |
-NJD_SPRITE_COLOR | Validate texture color operation. Values set by njSetConstantMaterial() used for color data. |
-NJD_SPRITE_HFLIP | Reverse texture horizontally (right/left). |
-NJD_SPRITE_VFLIP | Reverse texture vertically (up/down). |
-NJD_SPRITE_ALPHA | Set if transparency or extract texture is used. |
-NJD_SPRITE_SCALE | Turn towards screen front. |
The following uses two 256x256 textures, divides each texture into 4 patterns and makes 8 texture animation patterns. NJS_TEXANIM anim[] = { { 128,128, 64, 64, 0, 0,127,127, 0, 0 }, { 128,128, 64, 64,128, 0,255,127, 0, 0 }, { 128,128, 64, 64, 0,128,127,255, 0, 0 }, { 128,128, 64, 64,128,128,255,255, 0, 0 }, { 128,128, 64, 64, 0, 0,127,127, 1, 0 }, { 128,128, 64, 64,128, 0,255,127, 1, 0 }, { 128,128, 64, 64, 0,128,127,255, 1, 0 }, { 128,128, 64, 64,128,128,255,255, 1, 0 }, }; main() { NJS_SPRITE sprite; /* Initial setup of each type */ sprite.tlist = &texlist; sprite.tanim = anim; sprite.ang = 0; sprite.sx = 1.0f; sprite.sy = 1.0f; sprite.p.x = 0.0f; sprite.p.y = 0.0f; sprite.p.z = 0.0f; sbInitSystem( NJD_RESOLUTION_640x480_NTSCNI, NJD_FRAMEBUFFER_MODE_RGB565, 1 ); njInitMatrix( matrix, 128, 0 ); njInit3D( vbuf, 4096 ); njInitView( &view ); njCreateLight( &light, NJD_DIR_LIGHT ); njSetView( &view ); njInitTexture( texmemlist,20); njLoadTexture(&texlist); while(1) { njClearMatrix(); njTranslate( NULL, 0.f, 0.f, -400.f ); njDrawSprite3D( &sprite, 2, NJD_SPRITE_ANGLE ); sprite.angle += 100; : } }