libWiiSprite maximum image size November 07, 2009 12:25PM | Registered: 14 years ago Posts: 10 |
Re: libWiiSprite maximum image size November 07, 2009 01:33PM | Admin Registered: 15 years ago Posts: 5,132 |
Re: libWiiSprite maximum image size November 07, 2009 03:07PM | Registered: 14 years ago Posts: 10 |
include stdio.h include stdlib.h include gccore.h include wiiuse/wpad.h include fat.h include wiisprite.h include ogc/lwp_watchdog.h using namespace wsp; // Header GameWindow gwd; // Initializes and renders our scene. int count_tick = 0; // current tick value int delta_tick = 5; //number of ticks between two frames Image imageA; // SpriteSheetA.png Image Handler Sprite spriteA; // Animated Sprite for imageA int main(int argc, char **argv) { fatInitDefault(); gwd.InitVideo(); // Init Sprite IMG_LOAD_ERROR ok = imageA.LoadImage("Data/SpriteSheetA.png") ; spriteA.SetImage(&imageA, 256, 256); spriteA.SetPosition(50, 50); // Add Sprite to Manager LayerManager manager(1); manager.Append(&spriteA); while(1) { WPAD_ScanPads(); u32 pressed = WPAD_ButtonsHeld(WPAD_CHAN_0); // Go Home Menu if(pressed & WPAD_BUTTON_HOME) break; // Animate Sprite if (pressed & WPAD_BUTTON_A ) { count_tick++; // update count_tick if (count_tick > delta_tick) { // its time to move to the next frame !! spriteA.NextFrame(); // advance frame for spriteA } } // Draw Layers and Flush GameWindow manager.Draw(0, 0); gwd.Flush(); } manager.Draw(0, 0); gwd.Flush(); return 0; }
Re: libWiiSprite maximum image size November 07, 2009 03:14PM | Admin Registered: 15 years ago Posts: 5,132 |
Re: libWiiSprite maximum image size November 07, 2009 03:29PM | Registered: 14 years ago Posts: 10 |