some documentation
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@ -18,16 +18,33 @@ namespace SpriteLibrary
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}
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/// <summary>
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/// Store of all the types of things in the ADVDemo
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/// Store Sprite information in a database. You can preload your database with sprite definitions, and then
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/// create the sprites as needed. This can drastically reduce the initial load time of a game or something.
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/// Though, what it really does is spread out the load time. It still takes the same amount of time to
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/// load all the sprites, it just loads them on-demand. Using a dictionary often hides any load time issues.
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/// </summary>
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public class SpriteDatabase
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{
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/// <summary>
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/// This is the list of SpriteInfo records that the database knows about. You can create your own list,
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/// modify this list, or whatever. The database has some reasonable functions for loading and saving a
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/// sprite database.
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/// </summary>
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public List<SpriteInfo> SpriteInfoList = new List<SpriteInfo>();
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List<ImageStruct> TheImages = new List<ImageStruct>();
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ResourceManager myResourceManager = null;
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string Filename = "";
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Size SnapGridSize = new Size(5, 5);
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/// <summary>
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/// The sprite database instantiation function. The filename can either be a file on the computer or it
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/// can be the string name of a resource (the filename without the extension. If your file is accessed
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/// by Properties.Resources.MySprites, the "filename" would be "MySprites")
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/// </summary>
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/// <param name="theResourceManager">The ResourceManager for your project. Usually
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/// Properties.Resources.ResourceManager</param>
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/// <param name="filename">Either a path and file (like: @"c:\users\me\Desktop\myfile.xml") or
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/// the name of a resource (like: "myfile")</param>
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public SpriteDatabase(ResourceManager theResourceManager, string filename)
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{
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myResourceManager = theResourceManager;
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