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create, render, and destroy entities
note : function for rendering only have to use if you are not the using the default function to update the engine (
starset_update_engine
) or if you you want the force the rendering of an entities.
This function is use to add a new entities to the scene.
entities_t *starset_entities_add(entities_t *entities_list , char *source, char *name, sfBool fixed);
parameter
entities_t *entities_list
: the chain list of all entities on the scene.
char *source
: the path to the texture for the entities.
char *name
: the name this new entities.
sfBool fixed
: put true
if the entities should not be moved when colliding, false
otherwise.
create new entities from a sprite prefab this allow you safe memory when working with many entities that use the same texture
entities_t *starset_entities_add_from_prefab(entities_t *entities_list , sfSprite *prefab, char *name, sfBool fixed);
parameter
entities_t *entities_list
: the chain list of all entities on the scene.
sfSprite *prefab
: prefab sprite to use.
char *name
: the name of the new entities.
sfBool fixed
: put true
if the entities should not be moved when colliding, false
otherwise.
create a new prefab sprite from a texture.
sfSprite *starset_create_prefab(char *source);
parameter
char *source
: the source path of the function.
add an invisible wall to the scene.
entities_t *starset_add_obstacle_entities(entities_t *entities_list , sfVector2f spot, sfVector2f size);
parameter
entities_t *entities_list
: the chain list of all entities on the scene.
sfVector2f spot
: position of this invisible entities.
sfVector2f size
: size of this invisible entities.
render a single entities on the scene.
void starset_entities_render_single(entities_t *copy, sfRenderWindow *window);
parameter
entities_t *copy
: pointer to the entities that need to be rendered.
sfRenderWindow *window
: the game window.
render every entities on the scene
note that starset_entities_update
already take care of rendering all entities.
void starset_entities_render_all(entities_t *entities, sfRenderWindow *window);
parameter
entities_t *entities_list
: the chain list of all entities on the scene.
sfRenderWindow *window
: the game window.
destroy a single entities giving its name.
parameter
entities_t *starset_entities_destroy(entities_t *entities, char *name);
entities_t *entities_list
: the chain list of all entities on the scene.
char *name
: name of the entities to destroy.
destroy all entities on the scene
parameter
void starset_entities_destroy_all(entities_t *entities);
entities_t *entities
: destroy all entities on the scene.