private final void drawIsometricSprites(Graphics g,Collection<IsometricSprite> spriteArrayList){
  Rectangle view=g.getClipBounds();
  for (  IsometricSprite sprite : spriteArrayList) {
    Rectangle spriteBounds=sprite.getBounds();
    if (view.intersects(spriteBounds) && !sprite.isHidden()) {
      if (!sprite.isReady()) {
        sprite.prepare();
      }
      sprite.drawOnto(g,spriteBounds.x,spriteBounds.y,this,true);
    }
  }
}

private final void drawIsometricSprites ( Graphics g , Collection < IsometricSprite > spriteArrayList ) { Rectangle view = g . getClipBounds ( ) ; for ( IsometricSprite sprite : spriteArrayList ) { Rectangle spriteBounds = sprite . getBounds ( ) ; if ( view . intersects ( spriteBounds ) && ! sprite . isHidden ( ) ) { if ( ! sprite . isReady ( ) ) { sprite . prepare ( ) ; } sprite . drawOnto ( g , spriteBounds . x , spriteBounds . y , this , true ) ; } } }
draws a translucent sprite without any of the companion graphics , if it is in the current view . this is used only when performing isometric rending . this function is used to show units ( with 50 % transparency ) that are hidden behind a hill . < p / > todo : optimize this function so that it is only applied to sprites that are actually hidden . this implementation performs the second rendering for all sprites .
