local _sprites = {} function Sprite.register(sprite_data) if not sprite_data or not sprite_data.id then trace("Error: Invalid sprite object registered (missing id)!") return end if _sprites[sprite_data.id] then trace("Warning: Overwriting sprite with id: " .. sprite_data.id) end _sprites[sprite_data.id] = sprite_data end function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) -- Ensure the sprite exists before attempting to show it if not _sprites[id] then trace("Error: Attempted to show non-registered sprite with id: " .. id) return end Context.sprites[id] = { id = id, x = x, y = y, colorkey = colorkey, scale = scale, flip_x = flip_x, flip_y = flip_y, rot = rot, } end function Sprite.hide(id) Context.sprites[id] = nil end function Sprite.draw() for id, params in pairs(Context.sprites) do local sprite_data = _sprites[id] if not sprite_data then trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.") Context.sprites[id] = nil -- Clean up invalid entry -- We should probably continue to the next sprite instead of returning -- so that other valid sprites can still be drawn. end -- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults local colorkey = params.colorkey or sprite_data.colorkey or 0 local scale = params.scale or sprite_data.scale or 1 local flip_x = params.flip_x or sprite_data.flip_x or 0 local flip_y = params.flip_y or sprite_data.flip_y or 0 local rot = params.rot or sprite_data.rot or 0 if sprite_data.sprites then -- Complex sprite for i = 1, #sprite_data.sprites do local sub_sprite = sprite_data.sprites[i] spr( sub_sprite.s, params.x + (sub_sprite.x_offset or 0), params.y + (sub_sprite.y_offset or 0), sub_sprite.colorkey or colorkey, sub_sprite.scale or scale, sub_sprite.flip_x or flip_x, sub_sprite.flip_y or flip_y, sub_sprite.rot or rot ) end else -- Simple sprite spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot) end end end