Mercurial > touhou
view pytouhou/ui/sdl/sprite.pyx @ 668:140ee7de6d90
Use the correct half-size of the hitbox.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 12 Aug 2019 15:09:53 +0200 |
parents | 4ce3ef053a25 |
children |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## cimport cython from libc.stdlib cimport malloc from libc.math cimport M_PI as pi cdef RenderingData* get_sprite_rendering_data(Sprite sprite) nogil: if sprite.changed: render_sprite(sprite) return <RenderingData*>sprite._rendering_data @cython.cdivision(True) cdef void render_sprite(Sprite sprite) nogil: if sprite._rendering_data == NULL: sprite._rendering_data = malloc(sizeof(RenderingData)) data = <RenderingData*>sprite._rendering_data x = 0 y = 0 tx, ty, tw, th = sprite._texcoords[0], sprite._texcoords[1], sprite._texcoords[2], sprite._texcoords[3] sx, sy = sprite._rescale[0], sprite._rescale[1] width = sprite.width_override or (tw * sx) height = sprite.height_override or (th * sy) rz = sprite._rotations_3d[2] if sprite.automatic_orientation: rz += pi/2. - sprite.angle elif sprite.force_rotation: rz += sprite.angle if sprite.allow_dest_offset: x += sprite._dest_offset[0] y += sprite._dest_offset[1] if not sprite.corner_relative_placement: # Reposition x -= width / 2 y -= height / 2 data.x = <int>x data.y = <int>y data.width = <int>width data.height = <int>height x_1 = sprite.anm.size_inv[0] y_1 = sprite.anm.size_inv[1] tox, toy = sprite._texoffsets[0], sprite._texoffsets[1] data.left = tx * x_1 + tox data.right = (tx + tw) * x_1 + tox data.bottom = ty * y_1 + toy data.top = (ty + th) * y_1 + toy data.r, data.g, data.b, data.a = sprite._color[0], sprite._color[1], sprite._color[2], sprite._color[3] data.blendfunc = sprite.blendfunc data.rotation = -rz * 180 / pi data.flip = sprite.mirrored sprite.changed = False