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Sprites
fredakilla edited this page Jul 9, 2018
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The gplay::SpriteBatch
class is used to draw 2D sprites for both 2D and 3D games.
void MyGame::initialize()
{
// Create your sprite batch from a PNG image
_batch = SpriteBatch::create("res/image.png");
}
void MyGame::render(float elapsedTime)
{
// Clear the frame buffer
clear(CLEAR_COLOR_DEPTH, Vector4(0, 0, 0, 1), 1.0f, 0);
// Draw your sprites
_batch->start();
_batch->draw(Rectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT),
Rectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT), Vector4::one());
// SpriteBatch::draw() can be called multiple times between start() and finish()
_batch->finish();
}
void MyGame::finalize()
{
// Use built-in macros to clean up our resources.
SAFE_DELETE(_batch);
}
It is possible to use SpriteBatch
with a Sprite Sheet or Texture Atlas and call SpriteBatch::draw()
multiple times between SpriteBatch::start()
and SpriteBatch::finish()
with different source and destination regions.
Some of the SpriteBatch::draw()
methods take a Z coordinate. If you want SpriteBatch
draw behind other objects then make sure depth test is enable.
spriteBatch->getStateBlock()->setDepthTest(true);
SpriteBatch
uses an orthographic projection by default but you can specify a different projection matrix using SpriteBatch::setProjectionMatrix()
. This can be used to draw billboards.