Questions tagged [spritebatch]

Used in the XNA Framework. Enables a group of sprites to be drawn using the same settings.

SpriteBatch is a commonly used object for drawing 2D bitmaps in XNA. It allows developers to draw a sprite in their XNA Application, with a variety of options. It is included in Microsoft.Xna.Framework.Graphics

To start, you must initialize a SpriteBatch:

SpriteBatch batch1 = new SpriteBatch();

Now you can use batch1. To begin the SpriteBatch, call SpriteBatch.Begin() in your Draw method. Advanced users can add arguments as seen here.

Then you can draw a sprite with with the Draw(..) method.

SpriteBatch.Draw(Texture2D, Rectangle, Color);

That is the simplest of the SpriteBatch.Draw method, you can use other arguments such as Vector2 for position, and SpriteEffects. You can also draw text using SpriteFonts and the appropriate overload: SpriteBatch.DrawString (SpriteFont, String, Vector2, Color)

To end the SpriteBatch simply call SpriteBatch.End();

For more information, see the MSDN documentation for SpriteBatch.

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drawing png to SpriteBatch is not working

I just started working on MonoGame , and I was just trying to load simple Sprite at the Game class as follow : public class Main : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D test; …
Abanoub
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Touch detection for SpriteBatchNode

I am curious if anyone knows how to detect when a SpriteBatchNode has been touched since it's BoundingBox is always null. This is how I detect touch for single sprites. Node *parentNode = event->getCurrentTarget(); Vector children =…
ctapp1
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DirectX Toolkit C++ SpriteBatch Draw Rectangle

I am using DirectX 11, DirectX Toolkit and C++. How can I create a rectangle with a blue border for spritebatch ? I'm guessing I need to create a texture in memory perhaps with a 1 pixel blue border ? ComPtr
dragonpunch
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libgdx - Render two textures side by side using SpriteBatch and use one camera

I want to render two textures side by side. And then consider such combination of these two textures as one sprite to use a single camera. I am able to render two textures side by side using SpriteBatch. How do I make the combination of these two…
James
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C# XNA EffectPass.Apply() not doing anything

What I would like to do is to be able to draw a specific set of sprites within a spriteBatch with additive blending. The problem is that the draw order that they're drawn in needs to be preserved and I can't draw everything else in the SpriteBatch…
Darthmarshie
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XNA 4.0 Spritbatch - render target must not be set on the device

i am converting a XNA 3.0 cloud effect into XNA 4.0 but i get an error "The render target must not be set on the device when it is used as a texture." It happens in the second loop in this…
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SpriteBatch DrawString is Drawing the wrong Charracter

I have been working on an app for practicing and learning Japanese, for that reason I use characters outside of the English alphabet. I have recently updated the work I had done on the app moving it to a new solution to take advantage of the newer…
FrogHorn
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Spritebatch doesnt show some sprites

I am creating a top down shooter game and using single sprite batch to render many sprites public void render(SpriteBatch sb) { // SHOW PLAYER HP Game.drawString("Hp: " + currentHp, 50, 450); // SHOW CURRENT WEAPON …
Crystale
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Bad SpriteBatch performance when rendering tilemap [LibGDX]

So I'm rendering a tilemap (simply a twodimensional array with MapTiles), called WorldGeneration, using a isometric renderer class I've created. The camera I'm using uses 64 pixels per meter, so its height for example is: (game window height)/64.…
Deminth
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trying to execute if-else-if loop in batch programming

I am trying to execute if-else loop in batch programming, but it is giving me unexpected output code: echo 1. ICM echo 2. Mini ICM echo 3. SST set /p ch = Enter the number(1 or 2 or 3) for Type of Environment : echo. IF "%ch%" EQU "1" ( set…
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Change origin of a Texture/TextureRegion when drawing in LibGDX?

Is there a way to change the origin of a Texture/TextureRegion when using the draw call public void draw (TextureRegion region, float width, float height, Affine2 transform) in LibGDX? I'm trying to load an animation which is exported from Adobe…
Obelisk
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Monogame content use efficiency

I've been using Monogame for a awhile now and I was just wondering what is the best way to load my content? Lets say i have an intervals system that constantly creates objects on the screen, so should I load the object's sprite in the game class and…
stav12212
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Libgdx SpriteBatch somehow rounds the drawing position, images slightly shake as camera moves

I am making a game where player sees the game from top. (GTA2 type of viewing) Thus camera follows the player as he moves anywhere in the map. However as the camera position changes, the images shake very slightly. I have already checked the x and…
ozgeneral
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Performance-wise, is it Necessary to Stop Drawing Textures That Aren't On Screen Anymore?

I pretty much put the question in the title. Would it help performance-wise if I stopped drawing targets are aren't on the screen anymore? What I mean by this is: if (textureLocation is on the screen) { draw code here } Or it is so…
Shyy Guy
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Going back to SpriteBatch.Draw() after using GraphicsDevice.DrawUserPrimitives()

In my 2D XNA game, I've been trying to draw triangles. I've been following the tutorial here. // Game1.FX is a static instance of Effect Game1.FX.CurrentTechnique = Game1.FX.Techniques["Pretransformed"]; foreach (EffectPass pass in…