diff --git a/SpriteLibrary/SpriteDatabase.cs b/SpriteLibrary/SpriteDatabase.cs
index 361d22e..2b31726 100644
--- a/SpriteLibrary/SpriteDatabase.cs
+++ b/SpriteLibrary/SpriteDatabase.cs
@@ -18,16 +18,33 @@ namespace SpriteLibrary
}
///
- /// Store of all the types of things in the ADVDemo
+ /// Store Sprite information in a database. You can preload your database with sprite definitions, and then
+ /// create the sprites as needed. This can drastically reduce the initial load time of a game or something.
+ /// Though, what it really does is spread out the load time. It still takes the same amount of time to
+ /// load all the sprites, it just loads them on-demand. Using a dictionary often hides any load time issues.
///
public class SpriteDatabase
{
+ ///
+ /// This is the list of SpriteInfo records that the database knows about. You can create your own list,
+ /// modify this list, or whatever. The database has some reasonable functions for loading and saving a
+ /// sprite database.
+ ///
public List SpriteInfoList = new List();
List TheImages = new List();
ResourceManager myResourceManager = null;
string Filename = "";
Size SnapGridSize = new Size(5, 5);
+ ///
+ /// The sprite database instantiation function. The filename can either be a file on the computer or it
+ /// can be the string name of a resource (the filename without the extension. If your file is accessed
+ /// by Properties.Resources.MySprites, the "filename" would be "MySprites")
+ ///
+ /// The ResourceManager for your project. Usually
+ /// Properties.Resources.ResourceManager
+ /// Either a path and file (like: @"c:\users\me\Desktop\myfile.xml") or
+ /// the name of a resource (like: "myfile")
public SpriteDatabase(ResourceManager theResourceManager, string filename)
{
myResourceManager = theResourceManager;