By 'batch' i'm guessing you mean list? Anyway.. don't store coord data
like that .. just attach an anchor_x and anchor_y to each image.

And... the only way I can think of at the moment for blitting only
those tiles that are 'on screen' is checking each image's anchor_x and
anchor_y for being <= window width and <= window height, respectively.

On Sep 8, 11:35 am, josch <[EMAIL PROTECTED]> wrote:
> hi!
> in my first attempt to build something useful i just threw together a
> few lines of code that displayed animated water tiles.
> i did this by creating a water animation and adding it to a batch as
> sprites with the individual coordinates.
> this does work correctly but surprisingly the framerate will drop
> significantly to something like 0.6fps when i do this fullscreen with
> 60x38 tiles (tile width/height: 32px) for my 1920x1200 resolution.
> so it seems not to be the right way to do this kind of thing.
>
> another thing: i only need to draw those tiles that are currently on
> the screen what is the best way to do this? i would use a batch to
> draw all tiles but when i do this i would have to dynamically add and
> remove sprites from the batch(es) and this seems costly
>
> i read the heffalump tile engine code but there the tiles are
> individually drawn and not in a batch.
> with every draw two nestested loops will draw every sprite necessary
> but isnt this inferior to using a batch?
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