// Draw texture to SDL_Window void AnimatedSprite::Draw( Graphics &Graphic, int X, int Y ) { if ( bVisible ) { SDL_Rect destinationRectangle = { X + m_Offsets[ _CurrentAnimation ].X, Y + m_Offsets[ _CurrentAnimation ].Y, _DestinationRectangle.w, _DestinationRectangle.h }; SDL_Rect sourceRectangle = m_Animations[ _CurrentAnimation ][ m_FrameIndex ]; Graphic.BlitSurface( _SpriteSheet, &sourceRectangle, &destinationRectangle ); } }
// Draw sprite to SDL_Window void Sprite::Draw( Graphics &Graphic, int X, int Y ) { _DestinationRectangle.x = X; _DestinationRectangle.y = Y; Graphic.BlitSurface( _SpriteSheet, &_SourceRectangle, &_DestinationRectangle ); }