First and foremost, I am quite dumb, but I'm still learning, and love every second of it.
I hope you don't find this question too dumb. :p
Is this possible?
I have the following code on Main():
string newImage1
= "textures\\1.png"; Sprite sTexture1
= createSprite
(newImage1, window,
new Vector2f
(95,
95),
new Vector2f
(50,
50)); string newImage2
= "textures\\2.png"; Sprite sTexture2
= createSprite
(newImage2, window,
new Vector2f
(95,
95),
new Vector2f
(500,
400)); And the method called:
private static Sprite createSprite
(string image, RenderTarget window, Vector2f origin, Vector2f position
) { Sprite sTexture1
; //Load a texture and make a sprite Texture texture
= new Texture
(image
); sTexture1
= new Sprite
(texture
); //Set the origin to it's center sTexture1
.Origin = origin
; //Set the position to the center of the screen sTexture1
.Position = position
; return sTexture1
; } Then, in the game loop, I have to call window.draw to each sprite (makes sense), but is there a way to make only one window.draw to draw all the sprites?
I just remembered arrays/lists, but I'd have to make a for loop, and I don't know how that would be performance wise...