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Using Sprites to store transformations
Ryan G edited this page Sep 18, 2017
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1 revision
As we saw from our last step, writing out the different transformations of an image can get pretty clunky pretty fast. The solution is to use Sprites, which combine a Texture and some transformations.
import dgt;
void main()
{
Window window = Window("Your First Window", 800, 600, WindowConfig());
Texture ball = Texture("ball.png");
Sprite sprite = Sprite(ball);
sprite.x = 400;
sprite.y = 300;
sprite.originX = ball.size.width / 2;
sprite.originY = ball.size.height / 2;
while(window.isOpen)
{
window.begin(Color.white);
window.draw(sprite);
sprite.rotation++;
window.end();
}
}
The new window should be identical to the last, with a spinning ball in the middle.
Sprite sprite = Sprite(ball); constructs a sprite using the ball texture.
Sprites have properties for each transform, so you can set the transformations without having to specify each one.