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Outline:
tutorials/tutor3
You can build the STE example with:
> ./makedata.sh > make clean; make
This will build 4 programs (tutor3a-tutor3d.prg) which should execute consecutively from the auto folder.
These tutorial steps will introduce some 'direct' sprite functions privided by spritelib.h
.
The AGT engine is designed such that drawing things directly to the screen is mostly unnecessary. There are better ways to do things for at least 80% of the cases you'll encounter. However it seems like a good idea to cover this material in early tutorials because:
- It uses very familiar concepts for anyone who has dealt with any kind of sprites in the past
- It helps relate those concepts with specific AGT components, which are needed in later steps.
But I'll say it again - drawing shapes directly (with explicit draw calls) is a kind of last resort. It's provided for those cases which don't 'fit' with the engine principles. Continue with the tutorials and you'll hopefully see why!
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