Created
December 7, 2012 21:16
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Constructing a SPDisplayObject
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/* My character class handles switching animation frames based on time, whether it's | |
walking, and what direction it's facing. When the time comes to render, it returns | |
an SPImage set up like this. | |
*/ | |
@interface Character : NSObject | |
{ | |
SPImage *_image; // Generic image sprite | |
NSMutableArray *_frames; // array of texture frames | |
int _facing; // North, south, east or west | |
int _frameNumber; | |
CGPoint _position; // Where in the world is the character | |
CGSize _size; // width/height to draw at | |
... | |
} | |
@end | |
@implementation Character | |
- (SPDisplayObject*)displayObject | |
{ | |
int frameNumber; | |
if (_laughing) { | |
frameNumber = _currentFrame + kLaughIndex; | |
} else { | |
frameNumber = _currentFrame + ((int)_facing * 4); | |
} | |
_image.texture = (SPTexture*)[_frames objectAtIndex:frameNumber]; | |
_image.x = _position.x; | |
_image.y = _position.y; | |
_image.width = _size.width; | |
_image.height = _size.height; | |
// I want the characters drawn with the center of the character at their | |
// x position, so I need to muck with the _image's pivot point. | |
_image.pivotX = _size.width / 2.0f; | |
_image.pivotY = _size.height; | |
return _image; | |
} | |
@end |
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