diff --git a/README.md b/README.md index a4ee5ef..5d2e6f2 100644 --- a/README.md +++ b/README.md @@ -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).