From b993d4b430e3e7e48577128f510f2d2f0dfecd06 Mon Sep 17 00:00:00 2001 From: Tim Young Date: Wed, 4 Oct 2017 03:20:42 +0200 Subject: [PATCH] Update SpritesInDepth --- SpritesInDepth.md | 1 + 1 file changed, 1 insertion(+) diff --git a/SpritesInDepth.md b/SpritesInDepth.md index 9a37605..5d3187c 100644 --- a/SpritesInDepth.md +++ b/SpritesInDepth.md @@ -86,6 +86,7 @@ One thing to be aware of with rotating and flipping. The sprites remain bound b If you do not want to create rotated or flipped sprites, you can rotate and flip them using their original shape. This does result in a little bit slower drawing and extra memory usage over time (C# does clean the memory usage up, so this works fine for many games). You can use the Sprite.Rotation(int) function to rotate a sprite. And you can use the Sprite.MirrorHorizontally and Sprite.MirrorVertically Booleans to flip a sprite. Moving Sprites +![Rotated](images/JellyRotated.png) There are a few ways to have sprites move. Whenever possible, you want to use a movement function instead of simply placing a sprite at the new location. Even if the sprite location is moving a pixel at a time, you will find that manually moving the sprite will look jerky. The sprite movement functions that come with the sprite are set up on a timer such that they adjust to minor delays, so that movement always looks smooth. The two main ways to do movement are to use a MoveTo function, or set a direction and speed. The MoveTo functions can move to a specific point on the screen, or move to another sprite.