battlespace
Draws a sprite in absolute engine coordinates for a duration. Simple declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Vector2f, center in world coordinates.
Vector2f() velocity of the sprite.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing top.
float of the sprite's rotation, in degree/sec.
Color() override, also used for fading.
boolean for additive blending.
time in sec for fading in.
time in sec at maximum opacity (clamped by color)
time in sec for fading out
Draws a sprite in absolute engine coordinates for a duration. Advanced declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Vector2f, center in world coordinates.
Vector2f() velocity of the sprite.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing top.
float of the sprite's rotation, in degree/sec.
Color() override, also used for fading.
boolean for additive blending.
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
time in sec for fading in.
time in sec at maximum opacity (clamped by color)
time in sec for fading out
: layer to render at
Draws a sprite in absolute engine coordinates for a duration. Advanced declaration with OpenGL blending options
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
Vector2f, center in world coordinates.
Vector2f() velocity of the sprite.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing top.
float of the sprite's rotation, in degree/sec.
Color() override, also used for fading.
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
time in sec for fading in.
time in sec at maximum opacity (clamped by color)
time in sec for fading out
: layer to render at
: openGL source blend function
: openGL destination blend function