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commit
d422608290
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assets/heart.si2
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assets/heart.si2
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assets/img2si.py
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assets/img2si.py
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#!/usr/bin/env python3
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from array import array
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from PIL import Image
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import argparse
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import io
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import os
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__author__ = "Kuruyia"
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__version__ = "1.0.0"
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__license__ = "MIT"
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# The "Simple Image for Space Invaders" (.si2) file format specifications
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# Authors: Alexandre "Kuruyia" SOLLIER, Marc AMBAUD (2019 - 2020)
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#
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# | Address | Length | Description |
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# |---------|--------|-------------------------------------|
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# | 0x00 | 2 | Magic number ("SI") |
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# | 0x02 | 4 | Header magic number ("HEAD") |
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# | 0x06 | 2 | File version |
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# | 0x08 | 4 | Pixel count |
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# | 0x0C | 4 | Image width |
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# | 0x10 | 4 | Data magic number ("DATA") |
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# | 0x14 | ??? | Uncompressed image data as RGBA8888 |
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# "File version", "Pixel count" and "Image width" entries are little-endian, unsigned numbers.
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def is_file_si2(filePath):
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# Check the magic number
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with open(filePath, 'rb') as file:
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return file.read(2) == b'SI'
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def convert_from_si2(source, output):
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# Print summary
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print('Source image: .si2')
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_, outExtension = os.path.splitext(output)
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print('Output image: {}'.format(outExtension))
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# Read si2 image data
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with open(source, 'rb') as file:
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file.seek(0x08)
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pixelCount = int.from_bytes(file.read(4), byteorder='little', signed=False)
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lineSize = int.from_bytes(file.read(4), byteorder='little', signed=False)
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imageSize = (lineSize, int(pixelCount/lineSize))
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file.seek(0x14)
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imageData = file.read()
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# Print summary 2: Electric Boogaloo
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print('Image size is {}x{}'.format(imageSize[0], imageSize[1]))
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print()
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print('Starting conversion...')
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# Save the converted image
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img = Image.frombytes('RGBA', imageSize, imageData)
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img.save(output)
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def convert_to_si2(source, output):
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# Print summary
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_, outExtension = os.path.splitext(source)
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print('Source image: {}'.format(outExtension))
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print('Output image: .si2')
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# Read source image
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with Image.open(source) as img:
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imageSize = img.size
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if img.mode != 'RGBA':
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# Convert image mode if unsupported
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print('Source image mode "{}" is unsupported, attempting conversion...'.format(img.mode))
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imgConvt = img.convert('RGBA')
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imageData = imgConvt.load()
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else:
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imageData = img.load()
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# Print summary 2: Electric Boogaloo
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print('Image size is {}x{}'.format(imageSize[0], imageSize[1]))
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print()
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print('Starting conversion...')
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# Convert the image
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with open(output, 'wb') as file:
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file.write(b'SIHEAD\01\00')
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file.write((imageSize[0]*imageSize[1]).to_bytes(4, byteorder='little'))
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file.write((imageSize[0]).to_bytes(4, byteorder='little'))
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file.write(b'DATA')
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for y in range(0, imageSize[1]):
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for x in range(0, imageSize[0]):
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file.write(bytes(imageData[x, y]))
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def main():
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# Setup argument parser
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parser = argparse.ArgumentParser(description='This tool converts images compatible with PIL to the minGL 2 Simple Image format (.si2), and vice versa.')
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parser.add_argument('-v', '--version', action='version', version='%(prog)s 1.0')
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parser.add_argument('<source image file>', help='The path to the image to convert. A .si2 will be converted to a .png file. Any other image type will be converted to a .si2 file.')
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parser.add_argument('<output file>', help='The path to output the converted image to.')
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args = vars(parser.parse_args())
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source = args['<source image file>']
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output = args['<output file>']
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# Check that source file exists
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if not os.path.isfile(source):
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exit('"{}"\nThe specified path does not exist.'.format(source))
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# Check if source file is in the .si2 format
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isSourceSi2 = is_file_si2(source)
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if isSourceSi2:
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convert_from_si2(source, output)
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else:
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convert_to_si2(source, output)
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print('Done!')
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# with Image.open(source) as img:
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# for y in range(0, img.height):
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# for x in range(0, img.width):
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# print(img.getpixel((x, y)))
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if __name__ == "__main__":
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main()
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assets/missile.si2
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assets/missile.si2
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assets/player2.png
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assets/player2.png
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After Width: | Height: | Size: 13 KiB |
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assets/player2.si2
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assets/player2.si2
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@ -14,7 +14,7 @@
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#
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general:
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maxFPS: 30
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theme:
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theme: good
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#############################
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@ -58,6 +58,19 @@ class GoodPixelManager : public PixelManager{
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* @brief sprite of the torpedo
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*/
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MySprite torpedo;
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/*!
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* @brief sprite of the heart
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*/
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MySprite heart;
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void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const override;
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void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const override;
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void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const override;
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void drawPlayer(unsigned x, unsigned width, const RGBAcolor& color) const override;
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void drawMissile(const Position& baseVector, unsigned width, const RGBAcolor& color) const override;
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void drawTorpedo(const Position& baseVector, unsigned width, const RGBAcolor& color) const override;
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void drawHeart(const Position& baseVector) const override;
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public:
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/*!
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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virtual void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a type B invader on screen
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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virtual void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a type C invader on screen
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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virtual void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a player on screen
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* @param[in] color : color of the plater
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* @fn void drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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void drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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virtual void drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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/*!
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* @brief display a missile on screen
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@ -134,7 +134,7 @@ public:
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* @param[in] color : color of the missile
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* @fn void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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virtual void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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/*!
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* @brief display a torpedo on screen
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* @param[in] color : color of the torpedo
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* @fn void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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virtual void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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#define HEART_LENGTH 40
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* @param[in] baseVector : pixel coordinates of the heart
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* @fn void drawHeart(const Position& baseVector) const;
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*/
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void drawHeart(const Position& baseVector) const;
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virtual void drawHeart(const Position& baseVector) const;
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/*!
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* @brief display a sprite on screen
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ADD_SPRITE_TASK(invaderC)
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ADD_SPRITE_TASK(missile)
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ADD_SPRITE_TASK(torpedo)
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ADD_SPRITE_TASK(heart)
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}
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GoodPixelManager::GoodPixelManager(MinGL& win) : PixelManager(win) {
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}
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void GoodPixelManager::drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor &color) const {
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drawSprite(invaderA, baseVector);
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}
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void GoodPixelManager::drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor &color) const {
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drawSprite(invaderB, baseVector);
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}
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void GoodPixelManager::drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor &color) const {
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drawSprite(invaderC, baseVector);
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}
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void GoodPixelManager::drawPlayer(unsigned x, unsigned width, const RGBAcolor& color) const {
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drawSprite(player, Position(x, getScreenHeight()-PLAYER_HEIGHT));
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}
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void GoodPixelManager::drawMissile(const Position& baseVector, unsigned width, const RGBAcolor& color) const {
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drawSprite(missile, baseVector);
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}
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void GoodPixelManager::drawTorpedo(const Position& baseVector, unsigned width, const RGBAcolor& color) const {
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drawSprite(torpedo, baseVector);
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}
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void GoodPixelManager::drawHeart(const Position& baseVector) const {
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drawSprite(heart, baseVector);
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}
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BIN
unconverted_assets/missile.png
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BIN
unconverted_assets/missile.png
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Binary file not shown.
After Width: | Height: | Size: 4.9 KiB |
BIN
unconverted_assets/player.png
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BIN
unconverted_assets/player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
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