* Moved both the Shown and ZOrder properties to the Canvas class.
* Sprites and Backgrounds are now both considered when doing z-order
checks. As such, sprites can now be drawn under backgrounds. This will
likely need more optimization.
5 years ago
4 changed files with 134 additions and 78 deletions
/// Displays the window and begins executing code that's associated with it.
/// Displays the window and begins executing code that's associated with it.
/// </summary>
/// </summary>
publicvoidStart(){
publicvoidStart()=>Start(0,0);
Start(0,0);
}
/// <summary>
/// <summary>
/// Displays the window and begins executing code that's associated with it.
/// Displays the window and begins executing code that's associated with it.
/// </summary>
/// </summary>
/// <param name="updateRate">The desired number of milliseconds between frames and game logic updates. 0 causes the display and game to be continuously updated.</param>
/// <param name="updateRate">The desired number of milliseconds between frames and game logic updates. 0 causes the display and game to be continuously updated.</param>
/// <see cref="Canvas.Pixels"/> array is changed after adding this sprite to the sprite list associated
/// <see cref="Canvas.Pixels"/> array is changed after adding this sprite to the sprite list associated
/// with the application's <see cref="SdlWindow"/>.
/// with the application's <see cref="SdlWindow"/>.
/// </summary>
/// </summary>
/// <returns><c>true</c> if the texture was successfully updated, otherwise <c>false</c>. This will return <c>false</c> if this <see cref="Sprite"/> hasn't been added to the sprite list.</returns>
/// <returns><c>true</c> if the texture was successfully updated, otherwise <c>false</c>. This will return
/// <c>false</c> if this <see cref="Sprite"/> hasn't been added to the sprite list.</returns>