draw_character_ex(3alleg4) Allegro manual draw_character_ex(3alleg4)NAME
draw_character_ex - Draws non transparent pixels of the sprite with a color. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void draw_character_ex(BITMAP *bmp, BITMAP *sprite, int x, int y, color, bg);
DESCRIPTION
Draws a copy of the sprite bitmap onto the destination bitmap at the specified position, drawing transparent pixels in the background color
(or skipping them if the background color is -1) and setting all other pixels to the specified color. Transparent pixels are marked by a
zero in 256-color modes or bright pink for truecolor data (maximum red and blue, zero green). The sprite must be an 8-bit image, even if
the destination is a truecolor bitmap. Example:
BITMAP *logo;
...
/* Draw the logo silhouette in red. */
draw_character_ex(screen, logo, SCREEN_W / 2, SCREEN_H / 2,
makecol(255, 0, 0), -1);
SEE ALSO draw_sprite(3alleg4), bitmap_mask_color(3alleg4)Allegro version 4.4.2 draw_character_ex(3alleg4)
Check Out this Related Man Page
draw_sprite(3alleg4) Allegro manual draw_sprite(3alleg4)NAME
draw_sprite - Draws a copy of the sprite onto the destination bitmap. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void draw_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y);
DESCRIPTION
Draws a copy of the sprite bitmap onto the destination bitmap at the specified position. This is almost the same as blit(sprite, bmp, 0, 0,
x, y, sprite->w, sprite->h), but it uses a masked drawing mode where transparent pixels are skipped, so the background image will show
through the masked parts of the sprite. Transparent pixels are marked by a zero in 256-color modes or bright pink for truecolor data (maxi-
mum red and blue, zero green). Example:
BITMAP *spaceship;
...
draw_sprite(screen, spaceship, x, y);
If the GFX_HW_VRAM_BLIT_MASKED bit in the gfx_capabilities flag is set, the current driver supports hardware accelerated sprite drawing
when the source image is a video memory bitmap or a sub-bitmap of the screen. This is extremely fast, so when this flag is set it may be
worth storing some of your more frequently used sprites in an offscreen portion of the video memory.
Warning: if the hardware acceleration flag is not set, draw_sprite() will not work correctly when used with a sprite image in system or
video memory so the latter must be a memory bitmap.
Although generally not supporting graphics of mixed color depths, as a special case this function can be used to draw 256-color source
images onto truecolor destination bitmaps, so you can use palette effects on specific sprites within a truecolor program.
SEE ALSO draw_sprite_v_flip(3alleg4), draw_trans_sprite(3alleg4), draw_lit_sprite(3alleg4), draw_gouraud_sprite(3alleg4), stretch_sprite(3alleg4),
rotate_sprite(3alleg4), draw_character_ex(3alleg4), draw_rle_sprite(3alleg4), draw_compiled_sprite(3alleg4), masked_blit(3alleg4),
blit(3alleg4), bitmap_mask_color(3alleg4), exsprite(3alleg4)Allegro version 4.4.2 draw_sprite(3alleg4)
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