SpriteRendering

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Animated images are the most important part of 2D Game. All actor, vehicle and other item's behaviour can easily shown with Sprite. Sprite mechanism is very simple technique.For example: Character running animation compose of 20 frame of images. In a defined folder these images consist. Now we access these folder. Navigate all files in folder. Load TGA files and bind with OpenGL. SWEngine do this operation only one function

spriteID=swGraphicsCreateSprite("XenRunning\\");

ScreenShot
Image:SpriteRendering.jpg

Api Doc
SwEngine, swGraphics, swRect, swApplication

Source Code

#include "../../include/SWEngine.h"
 
#pragma comment (lib,"../../lib/SWUtil.lib")    
#pragma comment (lib,"../../lib/SWTypes.lib")    
#pragma comment (lib,"../../lib/SWCore.lib")    
#pragma comment (lib,"../../lib/SWEngine.lib")    
 
 
swApplication spriteRenderingApp;
int spriteID;
 
//Img1 Setting
swRect target1={200,200,125,150};
 
//-------------------------------------------------------------------------------------------
void GameLoop(){ 
 
 
	swGraphicsBeginScene();
 
	//Background
	swGraphicsSetBgColor0(0,0,0.6);
 
	//BlendingMode
	swGraphicsSetBlendingMode(SW_BLENDING_MODE_SOLID);
 
 
 
	//Draw Image
	static index=0;
	index=(index+1)%swGraphicsGetCountOfImgInSprite(spriteID);
	swGraphicsSetColor0(1,1,1,1);
	swGraphicsRenderSprite0(spriteID,index,&target1);
	swGraphicsEndScene();
 
}
 
 
 
//-------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{ 
 
 
	//Application Settings
	spriteRenderingApp.hInstance=hInstance;
	spriteRenderingApp.fullScreen=false;
	spriteRenderingApp.cursor=true;
	spriteRenderingApp.width=800;
	spriteRenderingApp.height=600;
	spriteRenderingApp.title="Sprite Rendering";
	spriteRenderingApp.path="\\rsc\\SpriteRendering\\";
	spriteRenderingApp.appRun=GameLoop;
 
	//Application Execution
	swEngineInit(&spriteRenderingApp);
 
	//Init My Application
	spriteID=swGraphicsCreateSprite("XenRunning\\");
 
	swEngineRun();
	swEngineExit();
 
	return 0;
}
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