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SpriteBatcherAtlasExtensions.DrawFromAtlas Method

Definition

Namespace: Brine2D.Rendering.TextureAtlas

Overloads
DrawFromAtlas(this SpriteBatcher, ITextureAtlas, string, Vector2, Nullable<Vector2>, float, Nullable<Vector2>, Nullable<Color>, byte, SpriteFlip) Draws a sprite from a texture atlas by name. Convenience method that looks up the region and draws it in one call.
DrawFromAtlas(this SpriteBatcher, ITextureAtlasCollection, string, Vector2, Nullable<Vector2>, float, Nullable<Vector2>, Nullable<Color>, byte, SpriteFlip) Draws a sprite from a texture atlas collection by name. Convenience method that looks up the region automatically across all atlases.

SpriteBatcherAtlasExtensions.DrawFromAtlas(this SpriteBatcher, ITextureAtlas, string, Vector2, Nullable\<Vector2>, float, Nullable\<Vector2>, Nullable\<Color>, byte, SpriteFlip) Method

Draws a sprite from a texture atlas by name. Convenience method that looks up the region and draws it in one call.

public static bool DrawFromAtlas(this Brine2D.Rendering.SpriteBatcher batcher, Brine2D.Rendering.TextureAtlas.ITextureAtlas atlas, string regionName, System.Numerics.Vector2 position, System.Nullable<System.Numerics.Vector2> scale=null, float rotation=0f, System.Nullable<System.Numerics.Vector2> origin=null, System.Nullable<Brine2D.Core.Color> tint=null, byte layer=0, Brine2D.Rendering.SpriteFlip flip=Brine2D.Rendering.SpriteFlip.None);

Parameters

batcher SpriteBatcher

atlas ITextureAtlas

The texture atlas.

regionName System.String

Name of the region to draw.

position System.Numerics.Vector2

World position of the sprite.

scale System.Nullable<System.Numerics.Vector2>

Scale to apply to the sprite (default: 1,1).

rotation System.Single

Rotation in radians (default: 0).

origin System.Nullable<System.Numerics.Vector2>

Origin point for rotation/scaling (0-1 range, default: center).

tint System.Nullable<Color>

Color tint to apply (default: white).

layer System.Byte

Rendering layer (default: 0).

flip SpriteFlip

Sprite flip flags (default: none).

Returns

System.Boolean
True if the region was found and drawn; false otherwise.

Remarks

This method performs a dictionary lookup by name each time it's called. For optimal performance in tight loops, cache the region first:

var enemyRegion = atlas.GetRegion("enemy");

foreach (var position in enemyPositions)
{
    batcher.DrawAtlasRegion(enemyRegion, position);
}

Use this method for one-off draws, prototyping, or when drawing different sprites each frame.

SpriteBatcherAtlasExtensions.DrawFromAtlas(this SpriteBatcher, ITextureAtlasCollection, string, Vector2, Nullable\<Vector2>, float, Nullable\<Vector2>, Nullable\<Color>, byte, SpriteFlip) Method

Draws a sprite from a texture atlas collection by name. Convenience method that looks up the region automatically across all atlases.

public static bool DrawFromAtlas(this Brine2D.Rendering.SpriteBatcher batcher, Brine2D.Rendering.TextureAtlas.ITextureAtlasCollection atlasCollection, string regionName, System.Numerics.Vector2 position, System.Nullable<System.Numerics.Vector2> scale=null, float rotation=0f, System.Nullable<System.Numerics.Vector2> origin=null, System.Nullable<Brine2D.Core.Color> tint=null, byte layer=0, Brine2D.Rendering.SpriteFlip flip=Brine2D.Rendering.SpriteFlip.None);

Parameters

batcher SpriteBatcher

atlasCollection ITextureAtlasCollection

The texture atlas collection.

regionName System.String

Name of the region to draw.

position System.Numerics.Vector2

World position of the sprite.

scale System.Nullable<System.Numerics.Vector2>

Scale to apply to the sprite (default: 1,1).

rotation System.Single

Rotation in radians (default: 0).

origin System.Nullable<System.Numerics.Vector2>

Origin point for rotation/scaling (0-1 range, default: center).

tint System.Nullable<Color>

Color tint to apply (default: white).

layer System.Byte

Rendering layer (default: 0).

flip SpriteFlip

Sprite flip flags (default: none).

Returns

System.Boolean
True if the region was found and drawn; false otherwise.

Remarks

This method performs a dictionary lookup by name each time it's called. For optimal performance in tight loops, cache the region first:

var enemyRegion = atlasCollection.GetRegion("enemy");

foreach (var position in enemyPositions)
{
    batcher.DrawAtlasRegion(enemyRegion, position);
}

Use this method for one-off draws, prototyping, or when drawing different sprites each frame.