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authorBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
committerBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
commitfde41392cde408af9ea269e00336e503294dfdd2 (patch)
treefbdda716c1d441b7d85e686e054e3346396a144d /src/sprite.h
parent78134dc88b0b39b0d051392fa937418bcd384404 (diff)
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Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;)
Diffstat (limited to 'src/sprite.h')
-rw-r--r--src/sprite.h16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/sprite.h b/src/sprite.h
index a6384e94..b56c30aa 100644
--- a/src/sprite.h
+++ b/src/sprite.h
@@ -64,6 +64,22 @@ class Sprite
* Returns the pixel Y coordinate of the sprite.
*/
virtual int getPixelY() const = 0;
+
+ /**
+ * Returns the number of Image layers used to draw the sprite.
+ */
+ virtual int getNumberOfLayers() const
+ { return 0; }
+
+ /**
+ * Returns the current alpha value used to draw the sprite.
+ */
+ virtual float getAlpha() const = 0;
+
+ /**
+ * Sets the alpha value used to draw the sprite.
+ */
+ virtual void setAlpha(float alpha) = 0;
};
#endif