Hey all, I had a question:
OK, right now, I have an image for every frame of animation. There are 56 total frames of animation (including all the poses, etc) for each type of player. At the moment there is only one type of player, but there will be more. This brings the image total to 56.
I want to display items that are equipped on a player. So, if he picks up a sword, I want it to go in his hand. Now, I have an image for the item, and I have a SpriteManager program which lets me set the orientation and position of any item for any frame of animation. The idea is that I can just have one drawing of the item, and it will handle everything else (hopefully).
Here’s the dilemma: If I use AffineTransform to position the item, I pay a huge CPU cost (for some reason, affinetransforms are slow as dirt). Instead, I was thinking of making a separate image for every item type for every player type for every animation frame. The problem is that if there are 10 types of items and 10 types of avatars, each with 56 animations, that’s 5,600 images!
Each image is 128x128, and uses bitmask transparency. Much of the item images will be empty space.
Any suggestions?