I've spent a day or so reading over the Sparrow documentation and experimenting with the codebase and am suitably impressed. I just have a few questions regarding 'best practice'.
In terms of creating a Player class, how should I be going about doing that? In my mind, I would expect to create a subclass of SPSprite that maintained a list of SPMovie objects for the entities various animation states ('walking', 'running', etc). My SPMovies would be generated from frames loaded by an SPTextureAtlas (player.xml). Switching between animations would simply be a case of adding the appropriate SPMovie as child to my SPSprite object (removing any existing SPMovies where appropriate). But this seems slightly backwards, given that the SPSprite exists to display texture data.
Could anyone give me any clarification on how this is handled correctly?