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;