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Drawing multiple sprites with a for loop xna 4.0


Drawing multiple sprites with a for loop xna 4.0

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Drawing multiple sprites with a for loop xna 4.0
Tag : chash , By : DonMac
Date : November 27 2020, 09:01 AM

To fix this issue Your LevelBoxX goes to infinity, so the boxes are running out of the screen pretty fast. You can reset LevelBoxX just before the for-loop like so:
public void DrawLevelBoxes(SpriteBatch spriteBatch)
{
    LevelBoxX = 20;
    for (int i = 0; i < 10; i++)
    {
        spriteBatch.Draw(levelboxbg.texture, new Vector2(LevelBoxX + 20 ,0), levelboxbg.color);
        LevelBoxX += 20;
    }
}
public void DrawLevelBoxes(SpriteBatch spriteBatch)
{
    int counter = 20;
    for (int i = 0; i < 10; i++)
    {
        spriteBatch.Draw(levelboxbg.texture, new Vector2(counter + 20 ,0), levelboxbg.color);
        counter += 20;
    }
} 

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Java ME Drawing multiple dynamic Sprites on GameCanvas


Tag : development , By : user126922
Date : March 29 2020, 07:55 AM
hope this fix your issue I want to draw on GameCanvas multiple dynamic Sprites such as gun shots. , I'd think it could be done like this:
Graphics g = getGraphics(); // No need to get this each time you render. Get it once outside the render function

private void render() {

  layerManager.setViewWindow(0, 0, getWidth(), getHeight());
  layerManager.paint(g, 0, 0);

  // Loop through the vector
  for (Enumeration en = gunshotVector.elements(); en.hasMoreElements();) {
    ((Sprite)en).paint(g);
  }

  flushGraphics();
}

C++ Allegro Drawing Sprites (even without any loop) Slows Graphics Down


Tag : cpp , By : Lucyberad
Date : March 29 2020, 07:55 AM
seems to work fine If I understand your code correctly, you are copying the whole screen from your buffer to the screen for every bullet. Is this really what you want?
Also, are you sure you should use acquire_screen()? The documentation for acquire_bitmap

Drawing multiple sprites in libgdx


Tag : java , By : Carlos Galdino
Date : March 29 2020, 07:55 AM
I wish did fix the issue.
I load the same sprite from the game screen class in every instance of Enemy, but I change it's position.
public Enemy(Sprite sprite){
    this.sprite = new Sprite(sprite);
    reset();
}
public void reset(){
    x = minX + (int)(Math.random() * (maxX - minX + 1));
    y = minY + (int)(Math.random() * (maxY - minY + 1));
    time = 0.0f;
    gameOver = false;
    sprite.setPosition(x, y);
}
public void update(float delta){
    time += delta;
    if(time >= 3.0f)
        gameOver = true;
    sprite.setPosition(x, y);
}

Java: drawing multiple sprites in different threads at a time


Tag : java , By : Kbotei
Date : March 29 2020, 07:55 AM
I hope this helps you . You could replace Sprite sprite; in the SpritePanel class with List sprites = new ArrayList<>();. Then, when you make a new Sprite, add it to the list. Then in your paintComponent method, you could iterate through the list, drawing all of the sprites.

Drawing multiple sprites in XNA with an increment in position


Tag : chash , By : Tigre
Date : March 29 2020, 07:55 AM
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