// TODO probably remove this method because no longer used. Update handled in game objects public static void Update() { SpriteBatchManager pMan = SpriteBatchManager.PrivGetInstance(); Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { SpriteBaseNodeManager pSBNodeMan = pSpriteBatch.GetSBNodeManager(); Debug.Assert(pSBNodeMan != null); SpriteBaseNode pNode = (SpriteBaseNode)pSBNodeMan.BaseGetActive(); while (pNode != null) { pNode.pSpriteBase.Update(); pNode = (SpriteBaseNode)pNode.GetNext(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.GetNext(); } }
public void Draw() { // walk through the list and render SpriteBaseNode pNode = (SpriteBaseNode)this.BaseGetActive(); while (pNode != null) { // Assumes someone before here called update() on each sprite // Draw me. pNode.GetSpriteBase().Render(); pNode = (SpriteBaseNode)pNode.GetNext(); } }