update readme: explain orchestrable and how xSpriteAnimation implements it
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@ -19,11 +19,8 @@ The class `xApplication` is a singleton representing your application, its windo
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The interface `xElement` represents any graphical feature to be drawn on the screen. Any number of `xElement` can be pushed to or pulled from the application at any time in order to show them or not.
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The interface `xOrchestrable` represents any class that can be called during the application scheduling. Any number of `xOrchestrable` can be added or removed from the application at any time in order to execute them or not.
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The class `xSprite` represents a sprite that can is a rectangle that can draw either as a single color, an image, or a copy of another sprite. It can be moved over time. Also, it allows you to set a custom clip if this is an image sprite.
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The class `xSpriteAnimation` derives from an image sprite, which clip can change over time. These clips are called _frames_ and have to be set beforehand, when ready you can start or stop the animation with a specified delay between frames. Every `xSpriteAnimation` is scheduled on the same dedicated animation thread.
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The concurrency model is led simple :
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- the main loop schedules rendering and user input
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- the animation loop schedules animation frame shifts
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The class `xSpriteAnimation` derives from an image sprite, which clip can change over time. These clips are called _frames_ and have to be set beforehand. It is also an orchestrable (i.e. animates on application ticks), you can start or stop the animation with a specified time interval. Every `xSpriteAnimation` is scheduled by the `xApplication`.
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