This topic describes the steps for creating a sprite.
When an application wants to use a sprite, it typically carries out the following steps:
Construct an RWsSprite
Construct the required number of sprite members with bitmaps, bitmap masks, and time intervals
Add the sprite members to the sprite using RWsSpriteBase::AppendMember()
Activate the sprite using RWsSpriteBase::Activate()
.
The sprite's position can be changed after the sprite has been activated using RWsSprite::SetPosition()
. The sprite's appearance can also be changed, using RWsSpriteBase::UpdateMember()
.
The procedure for creating a pointer cursor is similar, except that an RWsPointerCursor
is constructed instead of an RWsSprite
.