[SDL] correct way of map scrolling

Stefan Hendriks stefanhen83 at gmail.com
Thu Aug 9 06:51:12 PDT 2007


> Question is:
> am i go wrong way or what?
>
> What do you think about that?


Are you really going to change all positions of your sprite? Instead,
change the position of your screenport and calculate the X and Y
positions from there.

ie.

CameraX = 10;

SpriteX = 10;

will result into:

drawX = SpriteX - CameraX;

the same goes for Y. This way you do not have to process your scroll
logic in your drawin routine (seperate drawing & logic).

Another tip would be to simply do a 'continue' when the sprite is not
in your viewport, skipping all other code it has to check which is
irrelevant.

regards,

Stefan



-- 
Stefan Hendriks
-----------------------
http://www.fundynamic.nl


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