Table of Contents

 
RenderSprites
 

Purpose

Renders all the currently visible sprites and updates all the currently playing sprites

 

Protoype

void CSpriteMngr::RenderSprites (bool b_map = true, batch br_sprites = batch())
 

Parameters

map whether there is a map loaded with the tile engine
sprites a list of sprites to render instead of all sprites
 

Description

This function draws any visible sprites on the screen and updates active (playing) sprites to their next frame of animation. If there is no map loaded with the tile engine then you would pass in FALSE for b_map. This will assign the screen size as the current render viewport, any visible sprite objects that are off the screen will not be rendered. If a map is loaded then pass in TRUE for b_map. This will assign the map size as the current render viewport, which acts the same as described before.

Batch Rendering

By default the render function renders all visible sprites in the manager. If you want the function to only render a select few sprites, then you would pass in a batch render list, which is an STL list container class,

NOTE: In the future you will be able to define inclusion and exclusion like exclusion lists

 

Use

CSpriteMngr sprite;
// render all sprites, no map
sprite.RenderSprites();
// render select sprites, map
batch bl_render;
bl_render.push_back("sprite1");
bl_render.push_back("sprite2");
bl_render.push_back("sprite3");
sprite.RenderSprites(true, bl_render);
 

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