Hi, in my current project(a beat *em up (maker,2-d sprite based), based on an existing one) for which i will use sfml 2.0. i have to load certain filetypes, one of these contains images(crazy, i know).
Now this beat 'em up of course has to handle the players character, whose image handling i'd like to discuss.
I need to store all sprites and print them on screen on demand at a given position.
This of course in certain orders predefined by the creator of that character(in external animation files describing sequences of images(does not store the images itself)).
Furthermore should simple image/animation manipulations be possible such as rotating the current sprite(s) and, most prominent, displaying afterimage effects.
Would i copy the images' data into sf::sprites(which is fast to draw) or would i create my own class inheriting from sf::drawable?
Is sf::sprites suited for this? Because the documentation of sfml 2.0 says sf::images is fast in manipulating images, nothing alike is stated for sf::sprites.
To be more precise:
What i wished my system was like:
Animations are just a set of pointers to beforehandedly loaded images who then are drawn onto the desired position on screen.
Only problem: What if i, for example, want to rotate the image by 90 degrees? I do not want to touch the loaded sprites directly, so would i have to copy those and manipulate the copies? This would oppose my idea of animations just "pointing" to images not copying them(which would be faster)...any ideas on this one?