I just want to thank you for taking the time to help me out. I'm going to take a break for a while and when I come back I'm going to look over your suggestions. I hope to be able to answer some questions at some point rather than asking them.
On Sat, Oct 2, 2010 at 7:24 PM, Ian Mallett <geometr...@gmail.com> wrote: > On Sat, Oct 2, 2010 at 8:09 PM, kevin hayes <kevino...@gmail.com> wrote: > >> At this point I don't really care if the sprites write over eachother... > > You should. Because otherwise, you can't see anything. I don't mean > proper handling of occlusion; I mean not being able to see what's going on. > The problem can be found by first figuring out why they are being drawn on > top of each other. In graphics programming the problem is almost always > self-evident once you see what's actually happening. > >> as long as that doesn't cause the program to crash. I'm just trying to >> get four circles going diagonally from each corner. The problem I'm having >> is with the update function...Do I write two update functions? How do I get >> the update function to apply separate code for the two (or more) circles? > > Only one update function can exist. What you CAN (and should) do, though, > is have the update function do a different thing for each sprite. Your > second update function is never getting called, so delete it. > >> Here is my code as it stands: >> > Add this: > circle2.dx = -5 > Then, you'll see that the sprites were being drawn over each other (and > moreover, they were starting in the same position, so the yellow one darts > off the screen to the left). This latter is due to the fact that startPosx > is never used. Change your update function to change startPosx and > startPosy instead of rect.center. > > Ian >