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    <p>Probably not a very descriptive title, but I'm doing my best. It's my first time posting on StackOverflow, and I'm relatively new to programming in C# (first started around a year ago using Unity, and decided a few days ago to upgrade to XNA). That being said, please be kind to me.</p> <p>I'm planning out the mechanics of a 2D game that I'm designing, and while most of it seems straightforward after playing around in XNA, there's one issue that I keep coming back to that I have yet to come up with a satisfactory answer for. The issue involves the layering of sprites into composite / complex sprites. For example, a character in the game might be wielding one or two of any number of weapons. I did do a bit of research on the topic, and found some people recommending to use the RenderTarget class to draw a series of sprites as one, and some recommending simply drawing the sprites on top of one another during Draw(). These topics, however, were mostly focused on the relatively simple case of having a single character in the game.</p> <p>In my case, the game will have a number of sprite-based characters who have totally different postures / animations. There are around 10 right now, and there will probably be more added later in development. There will likewise be a largish number of weapons (probably around 20 to start) that will be composited onto the characters. That much I'm comfortable with. However, the problem is that each of the characters would require the weapon sprites to be draw in different locations and with different rotations during each frame of a character's animation.</p> <p>I've considered a couple approaches to how to pull this off, but they all have pretty massive drawbacks.<br> The first was simply drawing a spritesheet of each weapon for each character, that would be the same size as the appropriate character. The benefit to this approach would be the ease of just adding the call to draw the additional sprite on top of the base character without having to do any calculations. The downside would be that that creates an inordinate amount of extra sprite sheets (200 extra sheets for 10 characters x 20 weapons). </p> <p>The second was creating a class to handle the weapon sprite. The WeaponSprite class would be attached to a single texture for each weapon, and would then store information about the offset / rotation to use when drawn, based on the character that it is attached to. The problem with this is that organizing the offsets / rotations on a per-frame basis would be incredibly tedious, and I can't think of any easy way to pull the information based on the frame required. (I had the idea of making an AnimationFrame class to keep track of the animation name, directional facing and frame number of each character, and then using a dictionary in the weapon class to load the proper data based on the name of the current frame, but something about the idea seemed really ill-conceived). This method also has the drawback of requiring a relatively large amount of memory to pull off (assuming a Vector2 is 8 bytes and a float is 4, having 10 characters and 20 weapons would require 192KB of memory given the current number of frames being used, which would only get larger as more weapons were added). I had an offshoot of that idea (which I sort of stole from another post on here about the same topic) of using a reserved alpha value pixel to link the offset and the 'origin' of each weapon, calculating the position at runtime and then only having to store the rotational float in the aforementioned dictionary.</p> <p>Since I'm new to XNA (and still pretty green on C#), I figured I'd post and let the experts chime in. Am I on the right track with my methods, or am I missing something really simple? Thank you very much in advance for your help, and please let me know if you need any additional information.</p>
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