There's a good series of articles on gamedev.net :)

http://www.gamedev.net/reference/list.asp?categoryid=45#200

The Game Programming Genesis series.

In a lot of cases the 'magical render' is performed by a render manager, the entities themselves dont do rendering, they are maintained in a list (perhaps in a World class) and the render manager just redraws whatever is on the list. Or you could set it up so the renderer orchestrates the rendering of the entities, i.e. it scans the active display list and calls draw() on an entity that survives the clipping tests.

martin

JesterXL wrote:
...here's where things break down for me. I'm not used to coding like this, so don't really know the best pratice ways to go about it. For example:
- how do I handle depth?  "last draw wins", so do I manage depth myself?
- how do I handle move, and x and y change operations? They don't affect the bitmap the sprite is blitting to, but they do affect the one they are on... events the parent listens to maybe?
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