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
>

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