I think the name, Sprite, is perhaps a bit misleading since I've previously thought of sprites as moveable/animatable graphic images inside games. This is not exactly what they are in Gideros.
A better name might be "Group" (or Layer) because they behave pretty much like group objects inside graphic editor programs like Illustrator. In particular, the width/height of a Sprite is determined by its contents, e.g. an empty Sprite doesn't have a size.
In order to have a size and be visible on screen a Sprite must have some visible contents as its children. These children must be Bitmaps, Shapes or TextFields as these objects are the classes that are directly visible.
I think the name is probably inspired by Flash - as Sprite is used in Flash terminology to represent a group of objects.
When I think of the gideros display hierarchy I imagine it as a tree structure, sprites are the branches and bitmaps are the leaves
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Commodore used "sprite" officially to represent an object on the screen. E.g there used to be a maximum of 8 sprites on the screen at once, and this was mentioned in docs.
I was actually referring it is use as a container for other objects which mirrors it's use in the flash vernacular
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Mainly, Sprite class is used to contain and group other sprites and Bitmap class is used to display Textures or TextureRegions on the stage.
You can create a Sprite class object by:
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I think the name, Sprite, is perhaps a bit misleading since I've previously thought of sprites as moveable/animatable graphic images inside games. This is not exactly what they are in Gideros.
A better name might be "Group" (or Layer) because they behave pretty much like group objects inside graphic editor programs like Illustrator. In particular, the width/height of a Sprite is determined by its contents, e.g. an empty Sprite doesn't have a size.
In order to have a size and be visible on screen a Sprite must have some visible contents as its children. These children must be Bitmaps, Shapes or TextFields as these objects are the classes that are directly visible.
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When I think of the gideros display hierarchy I imagine it as a tree structure, sprites are the branches and bitmaps are the leaves
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
http://en.wikipedia.org/wiki/Sprite_(computer_graphics)
My apps: http://www.yummyyellow.com
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
https://sites.google.com/site/xraystudiogame