# Unity SdlDotNet Sprite not drawing where it should

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Yet again I have run into another problem with this fun fun library of mystery and lack of decent tutorials. Today I decided that before I venture into making yet another Pong clone to get myself familiar with both the language and API, I would mess around a bit with the SdlDotNet.Sprite class. My demo program is pretty much the same as in my other topic. All that's pretty much changed is as follows:
		public void Run()
{
Surface background = new Surface("images/bg.bmp");
Sprite spaceship = new Sprite(new Surface("images/ship.bmp"), new Vector(100, 200));
spaceship.Surface.TransparentColor = System.Drawing.Color.Magenta;
spaceship.Surface.Transparent = true;

while (done == false)
{
while(Events.Poll())
{
}
screen.Blit(background, new Rectangle(new Point(0,0), background.Size));
screen.Blit(spaceship);
screen.Flip();
}
}


The problem is that the spaceship sprite is not being drawn at (100,200) but at (0,0). Before this, I tried manually setting spaceship.X/Y but that was a failure as well.

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The main problem is that there is a bug with the screen.Blit(sprite) method. I have corrected that. Thanks for pointing out the problem. In the meantime, you can instantiate a SpriteCollection class, add the sprite to it and to a screen.blit(spriteCollection) instead. That works. I will include the bugfix for the blit(sprite) method in the next release.

On the tutorials, I understand the issue with that. A lot of work still needs to be done there. Have you taken a look at the BounceSprite tutorial I included with the last release? It sheds some much needed light on how Sprites and SpriteCollections work. It is in the docs dir and the code is under examples/BounceSprites.

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Yeah, I looked at the BounceSprites and when I saw that SpriteCollection was working with the blit but not the Sprite, I got a little confused.

And if you're really one of the developers of SdlDotNet, I must say you've done an amazing job.

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