public void render(BitmapData bitmapData) { blit.x = (int)x; blit.y = (int)y; if (states) { frame = over ? 1 : 0; frame += active ? 2 : 0; } blit.render(bitmapData, frame); }
public void main() { if (frame > -1) { blit.x = (int)((canvasPoint.x) + x); blit.y = (int)((canvasPoint.y) + y); // just trying to ease the collosal rendering requirements going on if (blit.x + blit.dx + blit.width >= 0 && blit.y + blit.dy + blit.height >= 0 && blit.x + blit.dx <= Game.WIDTH && blit.y + blit.dy <= Game.HEIGHT) { blit.render(bitmapData, frame++); } else { frame++; } if (frame == blit.totalFrames) { if (looped) { frame = 0; } else { active = false; } } } else { frame++; } if (dir != null) { x += dir.x; y += dir.y; } if (!renderer.onScreen(x, y, 5) && killOffScreen) { active = false; } }