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Digimon World 3 decomp
The European version, SLES_039.36
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FIGHTSTG's sprite animations, the frames of a 2D effect. More...
#include "battle/battle_mode.h"Go to the source code of this file.
Functions | |
| void | FIGHTSTG_nop (void) |
| Empty, and nothing calls it. | |
| void | FIGHTSTG_drawSpriteAnim (void *arg, Layer *layer) |
| A layer callback that draws a sprite animation's frame: at its projected position, or at a screen position when its z is 0x7FFF or -1, with its scale, CLUT row and rotation. | |
| void | FIGHTSTG_updateSpriteAnim (SpriteAnim *task) |
| A frame-by-frame animation of a 2D effect: reads its flags, stride, duration and first values from data, then each frame the values its flags pick (frame, CLUT row, offset, scale, rotation) and has FIGHTSTG_drawSpriteAnim draw it, until its duration is over. | |
| SpriteAnim * | FIGHTSTG_createSpriteAnim (s16 *data, SVECTOR *pos, s32 sheet, Vec2 *texPos, s32 layerId) |
| Creates a sprite animation from data at pos, with frames of sheet (textures at texPos) on layer layerId. | |
FIGHTSTG's sprite animations, the frames of a 2D effect.
Definition in file sprite_anim.c.
| void FIGHTSTG_nop | ( | void | ) |
Empty, and nothing calls it.
Definition at line 6 of file sprite_anim.c.
| void FIGHTSTG_drawSpriteAnim | ( | void * | arg, |
| Layer * | layer | ||
| ) |
A layer callback that draws a sprite animation's frame: at its projected position, or at a screen position when its z is 0x7FFF or -1, with its scale, CLUT row and rotation.
The match depends on taking the task as void *
Definition at line 13 of file sprite_anim.c.
Referenced by FIGHTSTG_updateSpriteAnim().
| void FIGHTSTG_updateSpriteAnim | ( | SpriteAnim * | task | ) |
A frame-by-frame animation of a 2D effect: reads its flags, stride, duration and first values from data, then each frame the values its flags pick (frame, CLUT row, offset, scale, rotation) and has FIGHTSTG_drawSpriteAnim draw it, until its duration is over.
Definition at line 51 of file sprite_anim.c.
Referenced by FIGHTSTG_createSpriteAnim().
| SpriteAnim * FIGHTSTG_createSpriteAnim | ( | s16 * | data, |
| SVECTOR * | pos, | ||
| s32 | sheet, | ||
| Vec2 * | texPos, | ||
| s32 | layerId | ||
| ) |
Creates a sprite animation from data at pos, with frames of sheet (textures at texPos) on layer layerId.
Definition at line 115 of file sprite_anim.c.
Referenced by FIGHTSTG_updateSpriteEffect().