public static void Draw() { SpriteBatchMan pMan = SpriteBatchMan.PrivGetInstance(); Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { SBNodeMan pSBNodeMan = pSpriteBatch.GetSBNodeMan(); Debug.Assert(pSBNodeMan != null); if (pSpriteBatch.GetisDraw()) { pSBNodeMan.Draw(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; //SBNode pNode = (SBNode)pSBNodeMan.BaseGetActive(); //while (pNode != null) //{ // // Assumes someone before here called update() on each sprite // // Draw me. // pNode.getSpriteBase().Render(); // pNode = (SBNode)pNode.pNext; //} //pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; } }
public static void Draw() { SpriteBatchMan pMan = SpriteBatchMan.PrivGetInstance(); Debug.Assert(pMan != null); //need access to the Sprites, //in the SpriteBatch to render SpriteBatch pSBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSBatch != null) { if (pSBatch.bToggle == true) { SBNodeMan pSBNodeMan = pSBatch.GetSBNodeMan(); Debug.Assert(pSBNodeMan != null); pSBNodeMan.Draw(); } pSBatch = (SpriteBatch)pSBatch.pNext; } }
public static void Update() { SpriteBatchMan pMan = SpriteBatchMan.PrivGetInstance(); Debug.Assert(pMan != null); SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { SBNodeMan pSBNodeMan = pSpriteBatch.GetSBNodeMan(); Debug.Assert(pSBNodeMan != null); SBNode pNode = (SBNode)pSBNodeMan.BaseGetActive(); while (pNode != null) { pNode.GetSpriteBase().Update(); pNode = (SBNode)pNode.pNext; } pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; } }