SimplexRpgEngine
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draw_
Draw Simple Shapes
- ✔️draw_arrow
- ✔️draw_circle --> added optional arg thickness
- ✔️draw_circle_color
- 💡 draw_circle_fast
- ✔️draw_ellipse
- draw_ellipse_color
- ✔️draw_line
- ✔️draw_line_color
- ✔️draw_line_width
- ✔️draw_line_width_color
- ✔️draw_point
- ✔️draw_point_color
- ✔️ draw_rectangle
// GM classic
draw_rectangle(x1, y1, x2, y2, outline)
// Simplex vector standard
draw_rectangle(vec2 position, vec2 size, bool outline)
// Possible extensions
draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize)
draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize, float angle)
draw_rectangle(x1, y1, x2, y2, bool outline, float lineSize)
draw_rectangle_ext(x1, y1, x2, y2, bool outline, float lineSize, float originX, float originY, float width, float height, float angle)
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draw_rectangle_color Let's stick with color for sake of consistency with
System.Drawing.Color -
✔️draw_roundrect
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draw_roundrect_color
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draw_roundrect_ext
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draw_roundrect_color_ext
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✔️draw_triangle
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draw_triangle_color
Draw Extra
- draw_set_circle_precision
- draw_button
- draw_healthbar
- draw_path
Sprites
- ✔️ draw_self
- ✔️draw_sprite
- draw_sprite_ext
- draw_sprite_general
- draw_sprite_part
- draw_sprite_part_ext
- draw_sprite_stretched
- draw_sprite_stretched_ext
- draw_sprite_pos
- draw_sprite_tiled
- draw_sprite_tiled_ext
Backgrounds
- draw_background
- draw_background_ext
- draw_background_part
- draw_background_part_ext
- draw_background_stretched
- draw_background_stretched_ext
- draw_background_tiled
- draw_background_tiled_ext
- draw_background_general
Primitives
- draw_primitive_begin
- draw_primitive_begin_texture
- draw_primitive_end
- draw_vertex
- draw_vertex_color
- draw_vertex_texture
- draw_vertex_texture_color
Surfaces
- draw_surface
- draw_surface_ext
- draw_surface_part
- draw_surface_part_ext
- draw_surface_stretched
- draw_surface_stretched_ext
- draw_surface_tiled
- draw_surface_tiled_ext
- draw_surface_general
SWF
- draw_enable_swf_aa
- draw_set_swf_aa_level
- draw_get_swf_aa_level
Skeleton
- draw_skeleton
- draw_skeleton_collision
- draw_skeleton_time
Text
- draw_set_font
- draw_set_halign
- draw_set_valign
- ✔️draw_text
- draw_text_ext
- draw_text_color
- draw_text_transformed
- draw_text_ext_color
- draw_text_ext_transformed
- draw_text_transformed_color
- draw_text_ext_transformed_color
- draw_highscore
Color and Blending
- draw_clear
- draw_clear_alpha
- ✔️ draw_set_alpha As XNA4 defaults with premultiplied alpha (can be turned off but why would we cast byte->double on each batch), we will use this inner implementation. Therefore:
/*old*/ Color c = new Color(255, 0, 0, 128) // red, half alpha
/*new*/ Color c = new Color(255, 0, 0, 255) * 0.5f // same output
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✔️ draw_set_color
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draw_set_color_write_enable
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draw_set_blend_mode
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draw_set_blend_mode_ext
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draw_set_alpha_test
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draw_set_alpha_test_ref_value
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draw_get_alpha_test
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draw_get_alpha_test_ref_value
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draw_enable_alphablend
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✔️draw_get_alpha
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✔️draw_get_color
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draw_get_valign
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draw_get_halign
Textures
- texture_get_width
- texture_get_height
- texture_get_texel_width
- texture_get_texel_height
- texture_set_interpolation
- texture_set_interpolation_ext
- texture_set_blending
- texture_set_repeat
- texture_set_repeat_ext
- texture_set_stage
- texture_global_scale
Other
- draw_texture_flush
- draw_enable_drawevent
Possible to add
- draw_curve
- draw_curve_color
- draw_curve_width
- draw_curve_width_color