SpriteCraft Shim Points

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 Find all "core.eng", Subfolders, Find Results 1, "Entire Solution"
 \Creature\Creature.cs(175):			level.core.eng.PlaySound(soundName, 1, null, 0);
 \Creature\Creature.cs(199):			sprite = level.core.eng.NewSprite(klass + Serial.next, klass, level.core.getMapLayerTop(), x, y);
 \Creature\Creature.cs(202):			hitBox = level.core.eng.NewSprite("hitbox" + Serial.next, "hitbox", level.core.getMapLayerTop(), x, y);
 \Creature\Creature.cs(205):			marker = level.core.eng.NewSprite("marker" + Serial.next, "marker", level.core.getMapLayerTop(), x, y);
 \Creature\Player.cs(18):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_UP)) up = true;
 \Creature\Player.cs(19):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_DOWN)) down = true;
 \Creature\Player.cs(20):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_LEFT)) left = true;
 \Creature\Player.cs(21):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_RIGHT)) right = true;
 \Creature\Player.cs(22):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_Z)) jump = true;
 \Creature\Player.cs(23):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_X)) attack = true;
 \Creature\Player.cs(24):			if(core.eng.IsKeyPressedNow(tagKeyVal.Key_C)) select = true;
 \Creature\Player.cs(26):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_UP)) up = false;
 \Creature\Player.cs(27):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_DOWN)) down = false;
 \Creature\Player.cs(28):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_LEFT)) left = false;
 \Creature\Player.cs(29):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_RIGHT)) right = false;
 \Creature\Player.cs(30):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_Z)) jump = false;
 \Creature\Player.cs(31):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_X)) attack = false;
 \Creature\Player.cs(32):			if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_C)) select = false;
 \Creature\Player.cs(123):			healthBar = level.core.eng.NewSprite("player_health", "player_health", level.core.getHudLayer(), 8, 8);
 \Creature\Player.cs(126):			itemDisplay = level.core.eng.NewSprite("items", "items", level.core.getHudLayer(), 36, 8 + 2);
 \Creature\Player.cs(128):			itemFrame = level.core.eng.NewSprite("item_frame", "item_frame", level.core.getHudLayer(), 36, 8);
 \Creature\Player.cs(156):			level.core.eng.PlaySound("ronan_falls", 1, null, 0);
 \Creature\Stone.cs(27):			sprite = level.core.eng.NewSprite("stone" + Serial.next, "stone", level.core.getMapLayerBottom(), x, y);
 \Dialog\Dialog.cs(104):			window = core.eng.NewSprite("dialog", "dialog", core.getHudLayer(), 0, 208);
 \Dialog\Dialog.cs(121):			frame = core.eng.NewSprite("face_frame", "face_frame", core.getHudLayer(), 10, 207);
 \Dialog\Dialog.cs(126):			face = core.eng.NewSprite(p.spriteName, p.spriteName, core.getHudLayer(), 268, 207);
 \Dialog\Dialog.cs(134):			face = core.eng.NewSprite(p.spriteName, p.spriteName, core.getHudLayer(), 12, 207);
 \Dialog\Dialog.cs(158):			textSpriteTop = core.eng.NewSprite("DialogTextTop", "font1", core.getHudLayer(), textX, textY);
 \Dialog\Dialog.cs(163):			textSpriteBottom = core.eng.NewSprite("DialogTextBottom", "font1", core.getHudLayer(), textX, textY + textY2);
 \FindingAdina.cs(12):				this.core.eng.title = "Finding Adina";
 \FindingAdina.cs(45):				core.eng.PlaySound("buzz", 1, null, 0);
 \FindingAdina.cs(59):				core.eng.PlaySound("buzz", 1, null, 0);
 \Gfx\Effect\EffectPlane.cs(24):		sprite = core.eng.NewSprite(name, klass, core.getEffectsLayer(), x, y);
 \Gfx\Effect\MireFog.cs(37):			plane4 = core.eng.NewSprite("mire4", "bkg_fade", core.getEffectsLayer(), 0, 0);
 \Gfx\Effect\Rain.cs(24):			fog = core.eng.NewSprite("rainfade", "bkg_fade", core.getEffectsLayer(), 0, 0);
 \Gfx\Effect\Rain.cs(34):			emit[i] = core.eng.NewParticles("rain" + i, "raindrop", core.getEffectsLayer());
 \Gfx\Effect\Sandstorm.cs(44):			plane4 = core.eng.NewSprite("sandstorm4", "bkg_fade", core.getEffectsLayer(), 0, 0);
 \Gfx\Parallaxer.cs(31):			sprite = core.eng.NewSprite_(klass, core.getBkgLayer());
 \Gfx\Poofer.cs(17):				emit = core.eng.NewParticles("poof" + Serial.next, "poof", layer);
 \Level\LevelEngine.cs(35):			core.eng.set_layerX(core.getMapLayerTop(), -xPos);
 \Level\LevelEngine.cs(36):			core.eng.set_layerX(core.getMapLayerBottom(), -xPos);
 \Level\LevelEngine.cs(48):			core.eng.SST = "data/" + sst;
 \Level\LevelEngine.cs(49):			core.eng.AllowCollide(PlayerCollideGroup, EnemyCollideGroup);
 \Level\LevelEngine.cs(50):			core.eng.AllowCollide(AttackCollideGroup, EnemyCollideGroup);
 \Level\LevelEngine.cs(63):			fgMapSprite = core.eng.NewSprite(levelId + "_fgmap", levelId + "_fgmap", core.getMapLayerTop(), 0, 0);
 \Level\LevelEngine.cs(64):			bgMapSprite = core.eng.NewSprite(levelId + "_bgmap", levelId + "_bgmap", core.getMapLayerBottom(), 0, 0);
 \Level\LevelEngine.cs(78):			core.eng.Display();
 \Level\LevelEngine.cs(85):			pauseScreen = core.eng.NewSprite("quit", "quit", core.getFadeLayer(), 0, 0);
 \Level\LevelEngine.cs(89):			if(core.eng.NextEvent()) {
 \Level\LevelEngine.cs(90):			tagEventType t = core.eng.EvtEvent();
 \Level\LevelEngine.cs(93):			tagKeyVal key = core.eng.EvtKey();
 \Level\LevelEngine.cs(115):			core.eng.DisplayEx(12);
 \Level\LevelEngine.cs(117):			if(core.eng.NextEvent()) {
 \Level\LevelEngine.cs(118):			tagEventType t = core.eng.EvtEvent();
 \Level\LevelEngine.cs(121):			tagKeyVal key = core.eng.EvtKey();
 \Level\LevelEngine.cs(124):			core.eng.fullscreen = !core.eng.fullscreen;
 \Level\LevelEngine.cs(134):			core.eng.DisplayEx(11);
 \Level\LevelEngine.cs(146):			core.eng.DisplayEx(17);
 \Level\LevelEngine.cs(195):			map = core.eng.NewTileMap_(mapWidth, 16, 16, core.getMapLayerTop());
 \Level\LevelEngine.cs(286):			fadeImg = core.eng.NewSprite_("bkg_fade", core.getFadeLayer());
 \Level\LevelEngine.cs(347):			core.eng.PlaySound(soundName, 1, null, 0);
 \Menu.cs(159):				menuSprite = core.eng.NewSprite(menuSpriteName, menuSpriteName, core.getHudLayer(), x, y);
 \Menu.cs(171):				menuTextSprite = core.eng.NewSprite(menuSpriteName + "Text", "font1", core.getHudLayer(), x, y);
 \Sequence\Contemplation.cs(35):		ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 70, 110);
 \Sequence\HopefulSound.cs(24):		ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 0, 110);
 \Sequence\Intro.cs(27):			ISprite ccnLeft = core.eng.NewSprite("ccnleft", "bkg_ccn", core.getBkgLayer(), 0, 0);
 \Sequence\Intro.cs(28):			ISprite ccnRight = core.eng.NewSprite("ccnright", "bkg_ccn", core.getBkgLayer(), 160, 0);
 \Sequence\Intro.cs(67):			title = core.eng.NewSprite_("title", core.getMapLayerTop());
 \Sequence\Intro.cs(171):			ronanSpr = core.eng.NewSprite_("ronan_walk_right", core.getMapLayerBottom());
 \Sequence\Intro.cs(178):			grassSpr1 = core.eng.NewSprite_("night_grass1", core.getMapLayerBottom());
 \Sequence\Intro.cs(184):			grassSpr2 = core.eng.NewSprite_("night_grass2", core.getMapLayerBottom());
 \Sequence\Intro.cs(190):			mountainSpr = core.eng.NewSprite_("night_mountains", core.getMapLayerBottom());
 \Sequence\MainMenu.cs(27):			title = core.eng.NewSprite_("title", core.getMapLayerTop());
 \Sequence\MainMenu.cs(122):			ronanSpr = core.eng.NewSprite_("ronan_walk_right", core.getMapLayerBottom());
 \Sequence\MainMenu.cs(129):			grassSpr1 = core.eng.NewSprite_("night_grass1", core.getMapLayerBottom());
 \Sequence\MainMenu.cs(135):			grassSpr2 = core.eng.NewSprite_("night_grass2", core.getMapLayerBottom());
 \Sequence\MainMenu.cs(141):			mountainSpr = core.eng.NewSprite_("night_mountains", core.getMapLayerBottom());
 \Sequence\MeetEben.cs(31):			ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), -100, 120);
 \Sequence\MeetEben.cs(35):			ISprite eben = core.eng.NewSprite("eben", "eben", core.getMapLayerBottom(), 135, 120);
 \Sequence\MeetOfer.cs(29):			ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 85, 112);
 \Sequence\MeetOfer.cs(105):			ISprite ofer = core.eng.NewSprite("ofer", "ofer", core.getMapLayerBottom(), 90, 110);
 \Sequence\MeetOfer.cs(143):			ISprite tent2 = core.eng.NewSprite("tent2", "tent2", core.getMapLayerTop(), 2, 2);
 \Sequence\Reunited.cs(24):			ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 0, 110);
 \Sequence\Sequence.cs(98):			core.eng.Display();
 \Sequence\Sequence.cs(103):			if(core.eng.NextEvent()) {
 \Sequence\Sequence.cs(104):			tagEventType t = core.eng.EvtEvent();
 \Sequence\Sequence.cs(107):			tagKeyVal key = core.eng.EvtKey();
 \Sequence\Sequence.cs(145):			core.eng.DisplayEx(33);
 \Sequence\Sequence.cs(151):			core.eng.DisplayEx(33);
 \Sequence\Sequence.cs(182):			fadeImg = core.eng.NewSprite_("bkg_fade", core.getFadeLayer());
 \Sequence\Sequence.cs(233):			bkgImg = core.eng.NewSprite_(imageName, core.getBkgLayer());
 \Sequence\Sequence.cs(246):			core.eng.PlaySound(soundName, 1, null, 0);
 \Sequence\Sequence.cs(250):			ISprite item2 = core.eng.NewSprite("items", "items", core.getHudLayer(), 36, 8 + 2);
 \Sequence\Sequence.cs(254):			ISprite frame = core.eng.NewSprite("item_frame", "item_frame", core.getHudLayer(), 36, 8 );
 \Sequence\StormApproaches.cs(34):		ISprite ronan = core.eng.NewSprite("ronan"+Serial.next, "ronan", core.getMapLayerBottom(), 70, 110);
 \Sequence\TheCount.cs(27):			ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 135, 120);
 \Sequence\TheCount.cs(33):			ISprite kish = core.eng.NewSprite("kish", "kish", core.getMapLayerBottom(), -96, 120);
 \Sequence\TheCount.cs(237):			ISprite x = core.eng.NewSprite("sheep"+Serial.next,"sheep",core.getMapLayerBottom(),r.Next(-16,320),y);
 \Sequence\TheEnd.cs(31):			adina = core.eng.NewSprite("adina", "adina", core.getMapLayerBottom(), 158, 148);
 \Sequence\TheEnd.cs(36):			ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 143, 130);
 \Sequence\TheEnd.cs(131):			ronan = core.eng.NewSprite("ronan_adina", "ronan_adina", core.getMapLayerBottom(), 71, 130);
 \Sequence\TheEnd.cs(135):			adina = core.eng.NewSprite("parable", "parable", core.getMapLayerBottom(), 240, 130);
 Matching lines: 102    Matching files: 24    Total files searched: 69

Functions Needing SDL.Net Shim Implementation

  • core.eng.AllowCollide(PlayerCollideGroup, EnemyCollideGroup);
    • Enables collision detection between two collision groups
  • core.eng.Display();
    • Refreshes the display. Like a flip() command
  • core.eng.DisplayEx(int milliseconds);
    • Refreshes the display and also waits the specified number of milliseconds
  • core.eng.EvtEvent();
  • core.eng.EvtKey();
  • core.eng.fullscreen
    • Boolean property, when set to true, changes the system to fullscreen mode, when set to false changes to windowed mode
  • core.eng.IsKeyPressedNow(tagKeyVal.Key_UP)
    • Returns true if the specified key is currently pressed
  • core.eng.NewParticles("rain" + i, "raindrop", core.getEffectsLayer());
  • core.eng.NewSprite(klass + Serial.next, klass, level.core.getMapLayerTop(), x, y);
  • core.eng.NewSprite_(klass, core.getBkgLayer());
    • I believe this is a simplified sprite creation function. We should consolidate these with the plain NewSprite.
  • core.eng.NewTileMap_(mapWidth, 16, 16, core.getMapLayerTop());
    • Creates a tile map. This is used for the collision map.
  • core.eng.NextEvent()
  • core.eng.PlaySound(soundName, 1, null, 0);
  • core.eng.set_layerX(core.getMapLayerTop(), -xPos);
    • Sets a layer's x coordinate (position relative to the screen top-left)
  • core.eng.SST = "data/" + sst;
    • I never really liked the SST idea. I'd rather have it in code. Thoughts?
  • core.eng.title = "Finding Adina";
    • This sets the title of the game window in windowed mode.

Functions Implemented in SDL.Net Shim

 none yet
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