Since I was asked in comments to supply a 3D way aswell, here is some, that is an excerpt of some code I wrote quite some time ago. It's OpenGL and C++.
Each sprite would be asked to draw itself. Using the Adapter pattern, I would combine sprites - i.e. there would be sprites that would hold two or more sprites that had a (0,0) relative position and one sprite with a real position having all those "sub-"sprites.
void Sprite::display (void) const
{
glBindTexture(GL_TEXTURE_2D, tex_id_);
Display::drawTranspRect(model_->getPosition().x + draw_dimensions_[0] / 2.0f,
model_->getPosition().y + draw_dimensions_[1] / 2.0f,
draw_dimensions_[0] / 2.0f, draw_dimensions_[1] / 2.0f);
}
void Display::drawTranspRect (float x, float y, float x_len, float y_len)
{
glPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0, 1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x - x_len, y - y_len, Z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + x_len, y - y_len, Z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + x_len, y + y_len, Z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x - x_len, y + y_len, Z);
glEnd();
glDisable(GL_BLEND);
glPopMatrix();
}
The tex_id_
is an integral value that identifies which texture is used to OpenGL. The relevant parts of the texture manager are these. The texture manager actually emulates an alpha channel by checking to see if the color read is pure white (RGB of (ff,ff,ff)) - the loadFile code operates on 24 bits per pixel BMP files:
TextureManager::texture_id
TextureManager::createNewTexture (Texture const& tex) {
texture_id id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 4, tex.width_, tex.height_, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, tex.texture_);
return id;
}
void TextureManager::loadImage (FILE* f, Texture& dest) const {
fseek(f, 18, SEEK_SET);
signed int compression_method;
unsigned int const HEADER_SIZE = 54;
fread(&dest.width_, sizeof(unsigned int), 1, f);
fread(&dest.height_, sizeof(unsigned int), 1, f);
fseek(f, 28, SEEK_SET);
fread(&dest.bpp_, sizeof (unsigned short), 1, f);
fseek(f, 30, SEEK_SET);
fread(&compression_method, sizeof(unsigned int), 1, f);
// We add 4 channels, because we will manually set an alpha channel
// for the color white.
dest.size_ = dest.width_ * dest.height_ * dest.bpp_/8 * 4;
dest.texture_ = new unsigned char[dest.size_];
unsigned char* buffer = new unsigned char[3 * dest.size_ / 4];
// Slurp in whole file and replace all white colors with green
// values and an alpha value of 0:
fseek(f, HEADER_SIZE, SEEK_SET);
fread (buffer, sizeof(unsigned char), 3 * dest.size_ / 4, f);
for (unsigned int count = 0; count < dest.width_ * dest.height_; count++) {
dest.texture_[0+count*4] = buffer[0+count*3];
dest.texture_[1+count*4] = buffer[1+count*3];
dest.texture_[2+count*4] = buffer[2+count*3];
dest.texture_[3+count*4] = 0xff;
if (dest.texture_[0+count*4] == 0xff &&
dest.texture_[1+count*4] == 0xff &&
dest.texture_[2+count*4] == 0xff) {
dest.texture_[0+count*4] = 0x00;
dest.texture_[1+count*4] = 0xff;
dest.texture_[2+count*4] = 0x00;
dest.texture_[3+count*4] = 0x00;
dest.uses_alpha_ = true;
}
}
delete[] buffer;
}
This was actually a small Jump'nRun that I developed occasionally in my spare time. It used gluOrtho2D() mode aswell, btw. If you leave means to contact you, I will send you the source if you want.