Draws a sprite tinted with a specific color. allegro game programming library.
#include <allegro.h>
void draw_lit_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y, int color);
In 256-color modes, uses the global color_map table to tint the sprite image to the specified color or to light it to the level specified by "color", depending on the function which was used to build the table (create_trans_table or create_light_table), and draws the resulting image to the destination bitmap. In truecolor modes, uses the blender functions to light the sprite image using the alpha level specified by "color" (the alpha level which was passed to the blender functions is ignored) and draws the resulting image to the destination bitmap. The "color" parameter must be in the range [0-255] whatever its actual meaning is. This must only be used after you have set up the color mapping table (for 256-color modes) or blender functions (for truecolor modes). Example:
/* Some one time initialisation code. */ COLOR_MAP global_light_table; create_light_table(&global_trans_table, my_palette, 10, 10, 60, NULL); ... if (get_color_depth() == 8) color_map = &global_light_table; else set_trans_blender(40, 40, 255, 255); /* Lit the cape with a blueish light. */ draw_lit_sprite(buffer, colored_cape, x, y, 64);
draw_sprite(3alleg4), draw_trans_sprite(3alleg4), draw_gouraud_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), bitmap_mask_color(3alleg4), exblend(3alleg4)