Documentation ¶
Overview ¶
Package sprites handles loading and rendering sprites.
Index ¶
- Variables
- func Button(btn arcade.Button) string
- func DrawText(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextCentered(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextCenteredFunc(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextCenteredFuncEx(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextFunc(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextFuncEx(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextShadow(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func DrawTextShadowFunc(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, ...)
- func TextAdvance(font FontID, letter rune, scaleX float32) float32
- type Batch
- type FontID
- type RenderFlag
- type Sprite
- type TextBatch
Constants ¶
This section is empty.
Variables ¶
var ( WhiteBar = gui.sprite(1, 975, 438.9732, 48, 0.5000305, 0.5) HP = gui.sprite(1493, 26, 125, 132, 0.5082959, 0.5366576) ATK = gui.sprite(1636.027, 17, 140.9733, 144, 0.4999052, 0.5) DEF = gui.sprite(1638, 179, 124, 132, 0.5, 0.5) TP = gui.sprite(783, 96, 82, 81, 0.5, 0.5) CardNum = [10]*Sprite{ gui.sprite(10, 480, 32, 58, 0.5, 0.5), gui.sprite(43, 479, 23, 59, 0.5, 0.5), gui.sprite(69, 480, 33, 58, 0.5, 0.5), gui.sprite(103, 479, 32, 59, 0.5, 0.5), gui.sprite(136, 480, 34, 58, 0.5, 0.5), gui.sprite(171, 478, 34, 60, 0.5, 0.5), gui.sprite(206, 479, 34, 62, 0.5, 0.5), gui.sprite(241, 480, 32, 59.97325, 0.5, 0.5085601), gui.sprite(275, 479, 34, 59, 0.5, 0.5), gui.sprite(311, 477, 34, 62, 0.5, 0.5), } BackEnemy = gui.sprite(2, 1225, 175, 237, 0.5, 0.5) CardFront = gui.sprite(540, 1225, 174, 237, 0.5, 0.5) BackMiniBoss = gui.sprite(181, 1225, 175, 237, 0.5, 0.5) BackBoss = gui.sprite(360, 1225, 175, 237, 0.5, 0.5) Pointer = gui.sprite(1920.027, 1350, 124.9733, 78, 1, 0.5) Capsule = gui.sprite(1657, 1839, 389, 206, 0.5, 0.5) Portraits = func() (p [235]*Sprite) { for i := range p { p[i] = portraits.sprite(float32(i%16)*128, 2048-float32(i/16+1)*128, 128, 128, 0.5, 0.5) } return }() CardFrontWindow = customCard.sprite(1, 274, 174, 237, 0.5, 0.5) TPInf = customCard.sprite(427, 428, 84, 84, 0.5, 0.5) TribeBubble = customCard.sprite(175, 459, 123, 26, 0.5, 0.5) TribeBubbleWide = customCard.sprite(175, 487, 253, 25, 0.5, 0.5) Description = customCard.sprite(177, 329, 202, 130, 0.5, 0.5) BackToken = customCard.sprite(0, 35, 177, 239, 0.5, 0.5) )
GUI sprites for Spy Cards.
var ( Red = color.RGBA{255, 0, 0, 255} Yellow = color.RGBA{255, 235, 4, 255} Green = color.RGBA{0, 255, 0, 255} Gray = color.RGBA{127, 127, 127, 255} White = color.RGBA{255, 255, 255, 255} Black = color.RGBA{0, 0, 0, 255} Rainbow = color.RGBA{1, 1, 1, 0} )
Colors for sprites.
var ( Amber1 = characters1.sprite(3, 1765, 239, 279, 0.5, 0.0) Amber2 = characters1.sprite(249, 1765, 239, 278, 0.5, 0.0) Ambera = characters1.sprite(493, 1766, 240, 277, 0.5, 0.0) Aria1 = characters1.sprite(738, 1771, 151, 272, 0.5, 0.0) Aria2 = characters1.sprite(893, 1771, 156, 271, 0.5, 0.0) Ariaa = characters1.sprite(1057, 1752, 142, 291, 0.5, 0.0) Arie1 = characters1.sprite(1206, 1800, 187, 243, 0.5, 0.0) Arie2 = characters1.sprite(1399, 1801, 188, 241, 0.5, 0.0) Ariea = characters1.sprite(1593, 1799, 160, 243, 0.5, 0.0) Astotheles1 = characters1.sprite(1761, 1700, 113, 342, 0.5, 0.0) Astotheles2 = characters1.sprite(1881, 1703, 111, 340, 0.5, 0.0) Astothelesa = characters1.sprite(1890, 1377, 140, 320, 0.5, 0.0) Bomby1 = characters1.sprite(4, 1572, 106, 188, 0.5, 0.0) Bomby2 = characters1.sprite(116, 1574, 109, 186, 0.5, 0.0) Bombya = characters1.sprite(234, 1606, 103, 153, 0.5, 0.0) BuGi1 = characters1.sprite(343, 1364, 240, 395, 0.5, 0.0) BuGi2 = characters1.sprite(591, 1366, 240, 393, 0.5, 0.0) BuGia = characters1.sprite(837, 1387, 135, 373, 0.5, 0.0) Carmina1 = characters1.sprite(976, 1477, 118, 283, 0.5, 0.0) Carmina2 = characters1.sprite(1096, 1466, 117, 283, 0.5, 0.0) Carminaa = characters1.sprite(1218, 1547, 129, 247, 0.5, 0.0) Celia1 = characters1.sprite(1351, 1558, 113, 236, 0.5, 0.0) Celia2 = characters1.sprite(1470, 1559, 113, 234, 0.5, 0.0) Celiaa = characters1.sprite(1588, 1567, 112, 220, 0.5, 0.0) Cenn1 = characters1.sprite(1729, 1422, 154, 272, 0.5, 0.0) Cenn2 = characters1.sprite(1730, 1143, 153, 271, 0.5, 0.0) Cenna = characters1.sprite(1888, 1098, 153, 274, 0.5, 0.0) Cerise1 = characters1.sprite(4, 1407, 133, 162, 0.5, 0.0) Cerise2 = characters1.sprite(140, 1409, 136, 160, 0.5, 0.0) Cerisea = characters1.sprite(5, 1243, 138, 161, 0.5, 0.0) Chompy1 = characters1.sprite(146, 1249, 94, 157, 0.5, 0.0) Chompy2 = characters1.sprite(244, 1253, 96, 154, 0.5, 0.0) Chompya = characters1.sprite(7, 1179, 189, 60, 0.5, 0.0) Chubee1 = characters1.sprite(5, 883, 185, 285, 0.5, 0.0) Chubee2 = characters1.sprite(204, 948, 183, 283, 0.5, 0.0) Chubeea = characters1.sprite(394, 1062, 189, 288, 0.5, 0.0) Chuck1 = characters1.sprite(588, 1167, 190, 191, 0.5, 0.0) Chuck2 = characters1.sprite(783, 1168, 191, 190, 0.5, 0.0) Chucka = characters1.sprite(987, 1268, 250, 196, 0.5, 0.0) Crisbee1 = characters1.sprite(1252, 1249, 223, 289, 0.5, 0.0) Crisbee2 = characters1.sprite(1481, 1256, 221, 288, 0.5, 0.0) Crisbeea = characters1.sprite(1257, 948, 223, 288, 0.5, 0.0) Crow1 = characters1.sprite(1496, 1035, 95, 207, 0.5, 0.0) Crow2 = characters1.sprite(1611, 1034, 97, 205, 0.5, 0.0) Crowa = characters1.sprite(1714, 924, 110, 209, 0.5, 0.0) Diana1 = characters1.sprite(9, 569, 233, 300, 0.5, 0.0) Diana2 = characters1.sprite(248, 635, 232, 301, 0.5, 0.0) Dianaa = characters1.sprite(483, 730, 238, 324, 0.5, 0.0) Eremi1 = characters1.sprite(722, 910, 131, 251, 0.5, 0.0) Eremi2 = characters1.sprite(856, 913, 134, 249, 0.5, 0.0) Eremia = characters1.sprite(993, 908, 121, 255, 0.5, 0.0) Futes1 = characters1.sprite(1120, 923, 133, 315, 0.5, 0.0) Futes2 = characters1.sprite(1124, 607, 133, 314, 0.5, 0.0) Futesa = characters1.sprite(1261, 625, 133, 319, 0.5, 0.0) Genow1 = characters1.sprite(1398, 723, 159, 222, 0.5, 0.0) Genow2 = characters1.sprite(1560, 726, 160, 218, 0.5, 0.0) Genowa = characters1.sprite(1723, 704, 158, 218, 0.5, 0.0) Honeycomb1 = characters1.sprite(748, 721, 171, 175, 0.5, 0.0) Honeycomb2 = characters1.sprite(925, 725, 173, 173, 0.5, 0.0) Honeycomba = characters1.sprite(922, 542, 170, 176, 0.5, 0.0) Janet1 = characters1.sprite(491, 465, 110, 250, 0.3622384, 0.0) Janet2 = characters1.sprite(605, 466, 110, 250, 0.3599749, 0.0) Janeta = characters1.sprite(717, 466, 110, 250, 0.3664821, 0.0) Jaune1 = characters1.sprite(1907, 828, 122, 258, 0.5, 0.0) Jaune2 = characters1.sprite(1906, 562, 125, 256, 0.5, 0.0) Jaunea = characters1.sprite(1929, 298, 99, 259, 0.5, 0.0) Jayde1 = characters1.sprite(1384, 364, 163, 332, 0.5, 0.0) Jayde2 = characters1.sprite(1552, 379, 166, 331, 0.5, 0.0) Jaydea = characters1.sprite(1726, 358, 169, 332, 0.5, 0.0) Johnny1 = characters1.sprite(8, 287, 197, 279, 0.5, 0.0) Johnny2 = characters1.sprite(212, 284, 193, 277, 0.5, 0.0) Johnnya = characters1.sprite(2, 2, 223, 280, 0.5, 0.0) Kabbu1 = characters1.sprite(246, 10, 144, 246, 0.5, 0.0) Kabbu2 = characters1.sprite(397, 14, 149, 246, 0.5, 0.0) Kabbua = characters1.sprite(553, 14, 166, 240, 0.5, 0.0) Kage1 = characters1.sprite(728, 4, 188, 260, 0.5, 0.0) Kage2 = characters1.sprite(924, 6, 188, 258, 0.5, 0.0) Kagea = characters1.sprite(1121, 8, 183, 260, 0.5, 0.0) Kali1 = characters1.sprite(1315, 14, 155, 321, 0.5, 0.0) Kali2 = characters1.sprite(1482, 18, 153, 319, 0.5, 0.0) Kalia = characters1.sprite(1641, 13, 118, 325, 0.5, 0.0) Nero1 = characters1.sprite(433, 359, 79, 90, 0.5, 0.0) Nero2 = characters1.sprite(513, 360, 79, 88, 0.5, 0.0) Neroa = characters1.sprite(594, 362, 77, 85, 0.5, 0.0) Pibu1 = characters1.sprite(423, 273, 75, 65, 0.5, 0.0) Pibu2 = characters1.sprite(500, 273, 77, 66, 0.5, 0.0) Pibua = characters1.sprite(579, 274, 92, 64, 0.5, 0.0) Pisci1 = characters1.sprite(944, 278, 131, 204, 0.5, 0.0) Pisci2 = characters1.sprite(1087, 284, 135, 202, 0.5, 0.0) Piscia = characters1.sprite(1227, 404, 143, 192, 0.5, 0.0) Kenny1 = characters2.sprite(401, 955, 154, 291, 0.5, 0.0) Kenny2 = characters2.sprite(572, 868, 154, 289, 0.5, 0.0) Kennya = characters2.sprite(735, 867, 171, 291, 0.5, 0.0) Kina1 = characters2.sprite(9, 529, 151, 316, 0.5, 0.0) Kina2 = characters2.sprite(165, 530, 156, 315, 0.5, 0.0) Kinaa = characters2.sprite(328, 620, 173, 319, 0.5, 0.0) Lanya1 = characters2.sprite(33, 268, 137, 248, 0.5, 0.0) Lanya2 = characters2.sprite(177, 269, 141, 246, 0.5, 0.0) Lanyaa = characters2.sprite(322, 268, 127, 249, 0.5, 0.0) Leif1 = characters2.sprite(597, 628, 104, 222, 0.5, 0.0) Leif2 = characters2.sprite(707, 631, 104, 220, 0.5, 0.0) Leifa = characters2.sprite(835, 586, 152, 236, 0.5, 0.0) Levi1 = characters2.sprite(1104, 1058, 122, 228, 0.5, 0.0) Levi2 = characters2.sprite(1103, 807, 121, 227, 0.5, 0.0) Levia = characters2.sprite(1016, 579, 159, 224, 0.5, 0.0) Maki1 = characters2.sprite(1189, 1328, 109, 293, 0.5, 0.0) Maki2 = characters2.sprite(1314, 1328, 109, 290, 0.5, 0.0) Makia = characters2.sprite(1258, 1041, 167, 284, 0.5, 0.0) Malbee1 = characters2.sprite(1463, 1572, 178, 261, 0.5, 0.0) Malbee2 = characters2.sprite(1464, 1308, 178, 261, 0.5, 0.0) Malbeea = characters2.sprite(1441, 1051, 180, 252, 0.5, 0.0) Mar1 = characters2.sprite(1245, 687, 116, 342, 0.5, 0.0) Mar2 = characters2.sprite(1368, 688, 117, 343, 0.5, 0.0) Mara = characters2.sprite(1493, 619, 117, 336, 0.5, 0.0) Mothiva1 = characters2.sprite(1703, 1473, 153, 217, 0.5, 0.0) Mothiva2 = characters2.sprite(1863, 1477, 154, 217, 0.5, 0.0) Mothivaa = characters2.sprite(1671, 1253, 164, 212, 0.5, 0.0) Neolith1 = characters2.sprite(767, 295, 182, 273, 0.5, 0.0) Neolith2 = characters2.sprite(965, 288, 183, 271, 0.5, 0.0) Neolitha = characters2.sprite(958, 3, 190, 279, 0.5, 0.0) Ritchee1 = characters2.sprite(3, 2, 144, 250, 0.5, 0.0) Ritchee2 = characters2.sprite(152, 3, 144, 248, 0.5, 0.0) Ritcheea = characters2.sprite(298, 2, 150, 255, 0.5, 0.0) Riz1 = characters2.sprite(451, 4, 214, 283, 0.5, 0.0) Riz2 = characters2.sprite(669, 5, 214, 281, 0.5, 0.0) Riza = characters2.sprite(452, 290, 305, 326, 0.5, 0.0) Samira1 = characters2.sprite(1634, 1007, 176, 220, 0.5, 0.0) Samira2 = characters2.sprite(1634, 786, 175, 218, 0.5, 0.0) Samiraa = characters2.sprite(1640, 607, 165, 174, 0.5, 0.0) Scarlet1 = characters2.sprite(1864, 1145, 175, 278, 0.5, 0.0) Scarlet2 = characters2.sprite(1865, 866, 177, 276, 0.5, 0.0) Scarleta = characters2.sprite(1814, 589, 228, 273, 0.5, 0.0) Serene1 = characters2.sprite(1193, 393, 125, 278, 0.5, 0.0) Serene2 = characters2.sprite(1323, 394, 130, 277, 0.5, 0.0) Serenea = characters2.sprite(1465, 337, 101, 249, 0.5, 0.0) Shay1 = characters2.sprite(1570, 333, 123, 267, 0.5, 0.0) Shay2 = characters2.sprite(1698, 335, 126, 265, 0.5, 0.0) Shaya = characters2.sprite(1829, 314, 216, 290, 0.5, 0.0) Tanjerin1 = characters2.sprite(1151, 201, 136, 191, 0.5, 0.0) Tanjerin2 = characters2.sprite(1181, 6, 136, 188, 0.5, 0.0) Tanjerina = characters2.sprite(1297, 193, 160, 200, 0.5, 0.0) Tanjerinc = characters2.sprite(1323, 3, 135, 189, 0.5, 0.0) Ultimax1 = characters2.sprite(1464, 3, 184, 327, 0.5, 0.0) Ultimax2 = characters2.sprite(1651, 3, 184, 326, 0.5, 0.0) Ultimaxa = characters2.sprite(1838, 4, 207, 306, 0.5, 0.0) Vanessa1 = characters2.sprite(911, 1700, 172, 320, 0.5, 0.0) Vanessa2 = characters2.sprite(1094, 1697, 174, 318, 0.5, 0.0) Vanessaa = characters2.sprite(1282, 1694, 136, 323, 0.5, 0.0) Vi1 = characters2.sprite(99, 1527, 172, 189, 0.5, 0.0) Vi2 = characters2.sprite(276, 1529, 171, 190, 0.5, 0.0) Via = characters2.sprite(450, 1531, 213, 192, 0.5, 0.0) Yin1 = characters2.sprite(220, 1252, 142, 268, 0.5, 0.0) Yin2 = characters2.sprite(364, 1253, 151, 266, 0.5, 0.0) Yina = characters2.sprite(521, 1230, 157, 273, 0.5, 0.0) Zaryant1 = characters2.sprite(3, 890, 184, 284, 0.5, 0.0) Zaryant2 = characters2.sprite(206, 945, 184, 283, 0.5, 0.0) Zaryanta = characters2.sprite(10, 1221, 200, 203, 0.5, 0.0) Zasp1 = characters2.sprite(682, 1300, 137, 301, 0.5, 0.0) Zasp2 = characters2.sprite(831, 1306, 134, 303, 0.5, 0.0) Zaspa = characters2.sprite(975, 1308, 176, 299, 0.5, 0.0) )
Player character sprites.
var ( AttractMK = loadSpriteSheet("img/arcade/game1.png", 14, 256, 128, true).sprite(0, 0, 256, 128, 0.52, 0.3) AttractFJ = loadSpriteSheet("img/arcade/game2.png", 25, 128, 64, true).sprite(0, 0, 128, 64, 0.5, 0.5) )
Attract screen backgrounds.
var ( MKKey = dungeonGameSheet.sprite(130, 452, 45, 57, 0.5, 0.5) MKPotion = dungeonGameSheet.sprite(180, 456, 37, 48, 0.5, 0.5) MKKnightIdle = dungeonGameSheet.sprite(441, 427, 70, 84, 0.5, 0) MKAntFront = dungeonGameSheet.sprite(392, 434, 45, 78, 0.5, 0) MKHeartFull = dungeonGameSheet.sprite(135, 394, 49, 48, 0.5, 0.5) MKHeartEmpty = dungeonGameSheet.sprite(189, 400, 35, 35, 0.5, 0.4989105) MKKnightBlock = dungeonGameSheet.sprite(440, 338, 71, 85, 0.5280719, 0.003908045) MKKnightMove = dungeonGameSheet.sprite(436, 250, 76, 83, 0.5307799, 0.004722687) MKKnightAttack = dungeonGameSheet.sprite(432, 165, 79, 82, 0.5, 0) MKAntSide = dungeonGameSheet.sprite(372, 352, 66, 80, 0.6725016, -0.003305817) MKAntBack = dungeonGameSheet.sprite(384, 270, 51, 79, 0.5435582, -0.002646531) UnusedParty = [...]*Sprite{ dungeonGameSheet.sprite(2, 85, 75, 82, 0.5, 0.5), dungeonGameSheet.sprite(79, 85, 75, 82, 0.5, 0.5), dungeonGameSheet.sprite(157, 85, 75, 82, 0.5, 0.5), dungeonGameSheet.sprite(2, 1, 75, 82, 0.5, 0.5), dungeonGameSheet.sprite(79, 1, 75, 82, 0.5, 0.5), dungeonGameSheet.sprite(156, 1, 75, 82, 0.5, 0.5), } FJGround = [...]*Sprite{ dungeonGameSheet.sprite(246, 471, 36, 37, 0.5, 0.5), dungeonGameSheet.sprite(389, 228, 37, 37, 0.5, 0.5), } FJBee = [...]*Sprite{ dungeonGameSheet.sprite(200, 280, 36, 33, 0.5, 0.5), dungeonGameSheet.sprite(241, 280, 37, 28, 0.5, 0.5), } FJWall = dungeonGameSheet.sprite(246, 320, 36, 147, 0.5, 0.5) FJCloud = [...]*Sprite{ dungeonGameSheet.sprite(289, 450, 74, 58, 0.5, 0.5), dungeonGameSheet.sprite(289, 401, 72, 45, 0.5, 0.5), dungeonGameSheet.sprite(291, 331, 71, 62, 0.5, 0.5), } FJBack = dungeonGameSheet.sprite(405, 233, 7, 7, 0.5, 0.5) FJHive = dungeonGameSheet.sprite(2, 202, 67, 115, 0.5, 0.5) FJFlower = dungeonGameSheet.sprite(132, 302, 39, 39, 0.5, 0.5) FJHoney = dungeonGameSheet.sprite(134, 349, 37, 39, 0.5, 0.5) FJWasp = [...]*Sprite{ dungeonGameSheet.sprite(72, 235, 46, 43, 0.5, 0.5), dungeonGameSheet.sprite(72, 282, 55, 35, 0.4028032, 0.5), } MKFireball = dungeonGameSheet.sprite(188, 343, 52, 45, 0.4843075, 0.4827393) MKWizardFront = dungeonGameSheet.sprite(316, 244, 67, 84, 0.5, 0) MKWizardSide = dungeonGameSheet.sprite(187, 174, 64, 80, 0.5746202, 0.00238651) MKWizardBack = dungeonGameSheet.sprite(119, 172, 66, 84, 0.5, 0) MKWizardCastFront = dungeonGameSheet.sprite(316, 158, 66, 85, 0.4768423, 0) MKWizardCastSide = dungeonGameSheet.sprite(254, 197, 59, 79, 0.4714805, 0) MKWizardCastBack = dungeonGameSheet.sprite(236, 89, 68, 83, 0.464739, 0) MKCompass = dungeonGameSheet.sprite(386, 167, 40, 53, 0.5270554, 0.4959164) MKWall = dungeonGameSheet.sprite(0, 448, 64, 64, 0.5, 0) MKCeiling = dungeonGameSheet.sprite(64, 448, 64, 64, 0.5, 0.5) MKFloor = dungeonGameSheet.sprite(0, 384, 64, 64, 0.5, 0.5) MKWall2 = dungeonGameSheet.sprite(64, 384, 64, 64, 0.5, 0) MKDoor = dungeonGameSheet.sprite(0, 320, 64, 64, 0.5, 0) MKStairs = dungeonGameSheet.sprite(64, 320, 64, 64, 0.5, 0) )
Termacade game sprites.
var ( ParticleStar = loadSpriteSheet("img/arcade/sprite-star.png", 100, 128, 128, false).sprite(4.026751, 7.026751, 119.9219, 114.9465, 0.5001024, 0.4956501) ParticleSmoke = loadSpriteSheet("img/arcade/sprite-smoke-sheet.png", 100, 128, 256, false).sprite(0.0761205, 22.02675, 127.9239, 233.9733, 0.4997025, 0.4529289) ParticleGrassPlaceholder = loadSpriteSheet("img/arcade/grass placeholder particle.png", 100, 16, 32, false).sprite(0, 0, 16, 32, 0.5, 0.5) )
Particle effect sprites.
var ( NeonFJBee = neon.sprite(0, 207, 65, 49, 0.5, 0.5) NeonFJWall = neon.sprite(69, 190, 37, 66, 0.5, 0.5) NeonMKWall = [...]*Sprite{ neon.sprite(108, 175, 57, 81, 0.5, 0.5), neon.sprite(167, 174, 57, 82, 0.5, 0.5), } NeonMKKnight = neon.sprite(0, 139, 65, 66, 0.5, 0.5) NeonHSCrown = neon.sprite(3, 3, 85, 103, 0.5, 0.5) NeonHSSparkle = neon.sprite(94, 8, 57, 76, 0.5, 0.5) NeonSparkle = [...]*Sprite{ neon.sprite(156, 0, 36, 35, 0.5, 0.5), neon.sprite(197, 0, 43, 37, 0.5, 0.5), } NeonCoin = [...]*Sprite{ neon.sprite(227, 40, 27, 61, 0.5, 0.5), neon.sprite(75, 106, 42, 63, 0.5, 0.5), neon.sprite(127, 106, 61, 63, 0.5, 0.5), neon.sprite(195, 106, 61, 65, 0.4750847, 0.4799582), } )
Neon sprites.
var (
Audience = [6][4]*Sprite{
{
audience.sprite(3, 140, 110, 297, 0.5, 0),
audience.sprite(116, 142, 110, 295, 0.5, 0),
audience.sprite(230, 138, 110, 295, 0.5, 0),
audience.sprite(347, 136, 110, 297, 0.5, 0),
},
{
audience.sprite(517, 757, 126, 263, 0.5, 0),
audience.sprite(645, 757, 125, 263, 0.5, 0),
audience.sprite(772, 756, 125, 264, 0.5, 0),
audience.sprite(899, 755, 125, 265, 0.5, 0),
},
{
audience.sprite(0, 445, 142, 250, 0.5, 0),
audience.sprite(144, 446, 143, 251, 0.5, 0),
audience.sprite(290, 447, 142, 248, 0.5, 0),
audience.sprite(144, 446, 143, 251, 0.5, 0),
},
{
audience.sprite(0, 701, 102, 323, 0.5, 0),
audience.sprite(104, 701, 104, 323, 0.5, 0),
audience.sprite(209, 701, 150, 323, 0.5, 0),
audience.sprite(360, 701, 152, 323, 0.5, 0),
},
{
audience.sprite(907, 435, 113, 313, 0.5, 0),
audience.sprite(791, 434, 112, 314, 0.5, 0),
audience.sprite(673, 435, 111, 313, 0.5, 0),
audience.sprite(556, 435, 113, 313, 0.5, 0),
},
{
audience.sprite(894, 99, 130, 327, 0.5, 0),
audience.sprite(765, 98, 128, 330, 0.5, 0),
audience.sprite(622, 100, 138, 326, 0.5240864, 0),
audience.sprite(480, 100, 138, 328, 0.5136719, 0),
},
}
)
Audience member sprites.
var Blank = (&spriteSheet{
AssetTexture: blankSpriteTex(),
width: 2,
height: 2,
unitPerPx: 2,
}).sprite(0, 0, 2, 2, 0.5, 0.5)
Blank is a white square extending 1 unit in each direction.
var ButtonStyle internal.ButtonStyle
ButtonStyle determines the icon type used to display buttons in text.
var (
CardBattle = loadSpriteSheet("img/room/cardbattle2.png", 25.6, 256, 256, false).sprite(0, 64, 256, 192, 0.5, 0.5)
)
Misc. room sprites.
var ( GamepadButton = [10][]*Sprite{ arcade.BtnUp: { guiBtn.sprite(10.07612, 1803.076, 106.8478, 105.8478, 0.0625, 0.25), guiBtn.sprite(793, 1584, 107, 107, 0.0625, 0.25), guiBtn.sprite(1132, 1542, 96, 106, 0.0625, 0.25), }, arcade.BtnDown: { guiBtn.sprite(395.0761, 1675.076, 106.8478, 105.8478, 0.0625, 0.25), guiBtn.sprite(794, 1471, 107, 107, 0.0625, 0.25), guiBtn.sprite(1231, 1540, 96.97325, 105, 0.0625, 0.25), }, arcade.BtnLeft: { guiBtn.sprite(526, 1677, 102, 103, 0.0625, 0.25), guiBtn.sprite(902, 1584, 107, 107, 0.0625, 0.25), guiBtn.sprite(1235, 1440.027, 105, 96.97325, 0.0625, 0.25), }, arcade.BtnRight: { guiBtn.sprite(268.0761, 1675.076, 105.8478, 106.8478, 0.0625, 0.25), guiBtn.sprite(902, 1471, 107, 107, 0.0625, 0.25), guiBtn.sprite(1129, 1443, 104, 96, 0.0625, 0.25), }, arcade.BtnConfirm: { guiBtn.sprite(138, 1800, 107, 108, 0.0625, 0.25), guiBtn.sprite(500, 1931, 108, 107, 0.0625, 0.25), guiBtn.sprite(638, 1696, 107, 108, 0.0625, 0.25), guiBtn.sprite(1136, 1654, 99, 100, 0.0625, 0.25), }, arcade.BtnCancel: { guiBtn.sprite(266, 1800, 107, 108, 0.0625, 0.25), guiBtn.sprite(628, 1931, 108, 107, 0.0625, 0.25), guiBtn.sprite(766, 1696, 107, 108, 0.0625, 0.25), guiBtn.sprite(1135, 1756, 99, 99, 0.0625, 0.25), }, arcade.BtnSwitch: { guiBtn.sprite(395, 1800, 107, 108, 0.0625, 0.25), guiBtn.sprite(756, 1931, 108, 107, 0.0625, 0.25), guiBtn.sprite(895, 1696, 107, 108, 0.0625, 0.25), guiBtn.sprite(1237, 1653, 99, 99, 0.0625, 0.25), }, arcade.BtnToggle: { guiBtn.sprite(523, 1800, 107, 108, 0.0625, 0.25), guiBtn.sprite(884, 1931, 108, 107, 0.0625, 0.25), guiBtn.sprite(1023, 1696, 107, 108, 0.0625, 0.25), guiBtn.sprite(1236, 1757, 99, 99, 0.0625, 0.25), }, arcade.BtnPause: { guiBtn.sprite(4, 1676.076, 121, 96.92388, 0.0625, 0.25), guiBtn.sprite(1121, 1947, 110, 83, 0.0625, 0.25), guiBtn.sprite(880, 1818, 102, 103, 0.0625, 0.25), }, arcade.BtnHelp: { guiBtn.sprite(132, 1676.076, 121, 96.92388, 0.0625, 0.25), guiBtn.sprite(1121, 1858, 110, 83, 0.0625, 0.25), guiBtn.sprite(989, 1850, 102, 39, 0.0625, 0.25), }, } )
Button sprites.
Functions ¶
func DrawText ¶
func DrawText(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, color color.RGBA)
DrawText draws a string to the screen.
func DrawTextCentered ¶
func DrawTextCentered(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, color color.RGBA, shadow bool)
DrawTextCentered draws a string to the screen center-justified.
func DrawTextCenteredFunc ¶
func DrawTextCenteredFunc(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, color func(rune) color.RGBA, shadow bool)
DrawTextCenteredFunc draws a string to the screen center-justified.
func DrawTextCenteredFuncEx ¶ added in v0.2.73
func DrawTextCenteredFuncEx(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, color func(rune) color.RGBA, shadow bool, flag RenderFlag, ry, rz, blur float32)
DrawTextCenteredFuncEx draws a string to the screen center-justified.
func DrawTextFunc ¶
func DrawTextFunc(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, getColor func(rune) color.RGBA)
DrawTextFunc draws a string to the screen.
func DrawTextFuncEx ¶ added in v0.2.73
func DrawTextFuncEx(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, getColor func(rune) color.RGBA, flags RenderFlag, ry, rz, blur float32)
DrawTextFuncEx draws a string to the screen.
func DrawTextShadow ¶
func DrawTextShadow(tb *TextBatch, font FontID, text string, x, y, z, scaleX, scaleY float32, color color.RGBA)
DrawTextShadow draws a string to the screen with a drop shadow.
Types ¶
type Batch ¶ added in v0.2.72
type Batch struct {
// contains filtered or unexported fields
}
Batch is a sprite batch.
func (*Batch) Append ¶ added in v0.2.72
func (sb *Batch) Append(s *Sprite, x, y, z, sx, sy float32, tint color.RGBA, flags RenderFlag, ry, rz, blur float32)
Append adds a sprite to the batch.
func (*Batch) Render ¶ added in v0.2.72
func (sb *Batch) Render()
Render draws the sprite batch to the screen.
type RenderFlag ¶ added in v0.2.72
type RenderFlag uint16
RenderFlag is a sprite rendering modifier.
const ( FlagBillboard RenderFlag = 1 << 0 FlagRainbow RenderFlag = 1 << 1 FlagMKFog RenderFlag = 1 << 2 FlagNoDiscard RenderFlag = 1 << 3 FlagBorder RenderFlag = 1 << 4 )
Constants for RenderFlag.
type Sprite ¶
type Sprite struct {
S0, S1 float32
T0, T1 float32
X0, X1 float32
Y0, Y1 float32
// contains filtered or unexported fields
}
Sprite holds the data needed to render a sprite.
type TextBatch ¶ added in v0.2.73
type TextBatch struct {
// contains filtered or unexported fields
}
TextBatch is a sequence of text rendering operations executed simultaneously.
func NewTextBatch ¶ added in v0.2.73
NewTextBatch creates a TextBatch.
func (*TextBatch) Render ¶ added in v0.2.73
func (tb *TextBatch) Render()
Render draws the TextBatch to the screen.