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wgroeneveld 2018-08-13 16:52:53 +02:00
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@ -82,12 +82,18 @@ The `sprites()` method gets periodically called to check whether something has b
A simple fade out scene effect is implemented in demo 1, that converges the palette colors of both palettes to white. It's easy to **create your own effects** by subclassing `SceneEffect`.
![sample fade out](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/fade.gif?raw=true)
Sample fade effect, demo 1.
#### Backgrounds
Scrollable backgrounds are present:
Call `scroll()` in your scene update.
![scroll bg](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/scroll.gif?raw=true)
Sample scrolling background demo 1.
Creating a background:
```C
@ -105,6 +111,9 @@ Creating sprites is easy with the `SpriteBuilder`. Specify what kind of sprite y
**Affine sprites can transform** using for example `rotate(angle)` - check out demo 1 or 3 for that.
![rotation](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/rotate.gif?raw=true)
Sample rotation demo 3.
**Sprite animation is built-in**! Just feed your sprite data to the builder and use `.withAnimated(amountOfFrames, frameDelay)`. Remember to position each frame in one column in the image itself (vertically).
Useful sprite methods:
@ -116,6 +125,9 @@ Useful sprite methods:
* `collidesWith(otherSprite)` or `isOffScreen()`
* Various getters like `getWith()` etc
![stay within bounds](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/bounds.gif?raw=true)
The paddle auto-stays within bounds.
#### Sound
The engine supports **sounds** and **background music** using GBA's Active Sound channel A and B. It's a simple implementation meaning no mixing in either channels (but A and B are mixed).