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-<title>Sprites (The Chickadee Game Toolkit)</title>
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-<span id="Sprites"></span><div class="header">
-<p>
-Next: <a href="Fonts.html" accesskey="n" rel="next">Fonts</a>, Previous: <a href="Textures.html" accesskey="p" rel="prev">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Sprites-1"></span><h4 class="subsection">5.3.3 Sprites</h4>
-
-<p>For those who are new to this game, a sprite is a 2D rectangular
-bitmap that is rendered to the screen. For 2D games, sprites are the
-most essential graphical abstraction. They are used for drawing maps,
-players, NPCs, items, particles, text, etc.
-</p>
-<p>In Chickadee, the <code>(chickadee graphics sprite)</code> module provides the
-interface for working with sprites. Bitmaps are stored in textures
-(see <a href="Textures.html">Textures</a>) and can be used to draw sprites via the
-<code>draw-sprite</code> procedure.
-</p>
-<dl>
-<dt id="index-draw_002dsprite">Procedure: <strong>draw-sprite</strong> <em>texture position [#:blend-mode] [#:origin] [#:rect] [#:rotation] [#:scale] [#:shear] [#:tint white]</em></dt>
-<dd>
-<p>Draw <var>texture</var> at <var>position</var>.
-</p>
-<p>Optionally, other transformations may be applied to the sprite.
-<var>rotation</var> specifies the angle to rotate the sprite, in radians.
-<var>scale</var> specifies the scaling factor as a 2D vector. <var>shear</var>
-specifies the shearing factor as a 2D vector. All transformations are
-applied relative to <var>origin</var>, a 2D vector, which defaults to the
-lower-left corner.
-</p>
-<p><var>tint</var> specifies the color to multiply against all the sprite&rsquo;s
-pixels. By default white is used, which does no tinting at all.
-</p>
-<p>Alpha blending is used by default but the blending method can be
-changed by specifying <var>blend-mode</var>.
-</p>
-<p>The area drawn to is as big as the texture, by default. To draw to an
-arbitrary section of the screen, specify <var>rect</var>.
-</p></dd></dl>
-
-<span id="Sprite-Batches"></span><h4 class="subsubsection">5.3.3.1 Sprite Batches</h4>
-
-<p>It&rsquo;s not uncommon to need to draw hundreds or thousands of sprites
-each frame. However, GPUs (graphics processing units) are tricky
-beasts that prefer to be sent few, large chunks of data to render
-rather than many, small chunks. Using <code>draw-sprite</code> on its own
-will involve at least one GPU call <em>per sprite</em>. This is fine
-for rendering a few dozen sprites, but will become a serious
-bottleneck when rendering hundreds or thousands of sprites. To deal
-with this, a technique known as &ldquo;sprite batching&rdquo; is used. Instead
-of drawing each sprite immediately, the sprite batch will build up a
-large buffer of sprites to draw and send them to the GPU all at once.
-There is one caveat, however. Batching only works if the sprites
-being drawn share a common texture. A good strategy for reducing the
-number of different textures is to stuff many bitmaps into a single
-image file and create a &ldquo;texture atlas&rdquo; (see <a href="Textures.html">Textures</a>) to access
-the sub-images within.
-</p>
-<dl>
-<dt id="index-make_002dsprite_002dbatch">Procedure: <strong>make-sprite-batch</strong> <em>texture [#:capacity 256]</em></dt>
-<dd><p>Create a new sprite batch for <var>texture</var> with initial space for
-<var>capacity</var> sprites. Sprite batches automatically resize when they
-are full to accomodate as many sprites as necessary.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_003f">Procedure: <strong>sprite-batch?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a sprite batch.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dtexture">Procedure: <strong>sprite-batch-texture</strong> <em>batch</em></dt>
-<dd><p>Return the texture for <var>batch</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsprite_002dbatch_002dtexture_0021">Procedure: <strong>set-sprite-batch-texture!</strong> <em>batch texture</em></dt>
-<dd><p>Set texture for <var>batch</var> to <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dadd_0021">Procedure: <strong>sprite-batch-add!</strong> <em>batch position [#:origin] [:rotation] [#:scale] [#:shear] [#:texture-region] [#:tint <code>white</code>]</em></dt>
-<dd>
-<p>Add sprite located at <var>position</var> to <var>batch</var>.
-</p>
-<p>To render a subsection of the batch&rsquo;s texture, a texture object whose
-parent is the batch texture may be specified as <var>texture-region</var>.
-</p>
-<p>See <code>draw-sprite</code> for information about the other arguments.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dclear_0021">Procedure: <strong>sprite-batch-clear!</strong> <em>batch</em></dt>
-<dd><p>Reset size of <var>batch</var> to 0.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dsprite_002dbatch">Procedure: <strong>draw-sprite-batch</strong> <em>batch [#:blend-mode]</em></dt>
-<dd><p>Render <var>batch</var> using <var>blend-mode</var>. Alpha blending is used by
-default.
-</p></dd></dl>
-
-<span id="g_t9_002dPatches"></span><h4 class="subsubsection">5.3.3.2 9-Patches</h4>
-
-<p>A 9-patch is a method of rendering a texture so that it can be
-stretched to cover an area of any size without becoming distorted.
-This is achieved by dividing up the sprite into nine regions:
-</p>
-<ul>
-<li> the center, which can be stretched or tiled horizontally and vertically
-</li><li> the four corners, which are never stretched or tiled
-</li><li> the left and right sides, which can be stretched or tiled vertically
-</li><li> the top and bottom sides, which can be stretched or tiled horizontally
-</li></ul>
-
-<p>The most common application of this technique is for graphical user
-interface widgets like buttons and dialog boxes which are often
-dynamically resizable. By using a 9-patch, they can be rendered at
-any size without scaling artifacts. The <code>(chickadee graphics
-9-patch)</code> module provides this functionality.
-</p>
-<dl>
-<dt id="index-draw_002d9_002dpatch">Procedure: <strong>draw-9-patch</strong> <em>texture rect [#:margin 0] [#:top-margin margin] [#:bottom-margin margin] [#:left-margin margin] [#:right-margin margin] [#:mode stretch] [#:origin] [#:scale] [#:rotation] [#:blend-mode] [#:tint white]</em></dt>
-<dd>
-<p>Draw a 9-patch over the area <var>rect</var> using <var>texture</var> whose
-stretchable/tileable patches are defined by the given margin
-measurements. The corners are never stretched/tiled, the left and
-right edges will be stretched/tiled vertically, the top and bottom
-edges may be stretched/tiled horizontally, and the center may be
-stretched/tiled in both directions.
-</p>
-<p><var>mode</var> may be either <code>stretch</code> (the default) or <code>tile</code>.
-</p>
-<p><var>margin</var> specifies the margin size for all sides of the 9-patch.
-To make margins of differing sizes, the <var>top-margin</var>,
-<var>bottom-margin</var>, <var>left-margin</var>, and <var>right-margin</var>
-arguments may be used.
-</p>
-<p>Refer to <code>draw-sprite</code> for information about the other arguments
-as they are the same.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Fonts.html" accesskey="n" rel="next">Fonts</a>, Previous: <a href="Textures.html" accesskey="p" rel="prev">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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