FlatRedBall.PositionedObject.TimedActivity

Introduction The TimedActivity method is a method used by PositionedObjects (and objects which inherit from PositionedObject such as Sprite) to perform common every-frame logic. The TimedActivity method performs the following: Adjusts position by velocity and acceleration Adjusts velocity by acceleration Adjusts rotation by rotation velocity Adjusts velocity by drag (linear representation) Calls TimedActivityRelative. Adjusts RealVelocity[…]

FlatRedBall.PositionedObject

Introduction The PositionedObject is an object which contains properties and functionality for position, rotation, attachment, velocity, acceleration, and instructions. It serves as the base object for common FlatRedBall classes such as the Camera, Sprite, Emitter, and Text objects. The PositionedObject is also the base class of Entities so if you are using Glue you will[…]

ConvertToAutomaticallyUpdated

Introduction ConvertToAutomaticallyUpdated can be used to convert an object back to an automatically updated object. This is useful for objects which typically do not move (so they shouldn’t be automatically updated), but which may move from time to time. ConvertToAutomaticallyUpdated can be called on Sprites and PositionedObject. Code Example The following shows how an entity[…]

PositionedObjectList

Introduction PositionedObjectLists in Glue represent lists of objects which can be positioned. Positioned objects include: Any Entity Circles AxisAlignedRectangles Texts Sprites In code all of the objects mentioned above inherit from the FlatRedBall.PositionedObject class. The list above is just some of the most common types. Creating a PositionedObjectList Entity lists can be created by right-click[…]

ManagedPositionedObjects

Introduction The ManagedPositionedObject list in the SpriteManager object is a list of PositionedObjects which the SpriteManager is managing. In a typical project (using Glue), this list will contain mostly instances of Entities in your game, so you can look at this list to see what is actively managed.

LayeredTileMap

Introduction The LayeredTileMap object is the runtime type for the TMX file format (the native file format for Tiled). Adding a TMX file to a Screen results in a MapDrawableBatch being created in generated code. The LayeredTileMap represents a collection of MapDrawableBatches. It contains one MapDrawableBatch per layer in the source TMX file. The LayeredTileMap[…]

AfterThat

Introduction The AfterThat function can simplify delaying the execution of Scripts after other scripts have run. The AfterThat function will look at the previous Do calls which are grouped under the previous “If” or “AfterThat”, and will only execute it’s Do’s when all of the previous Do’s are finished. This allows the creation of cascading[…]

FlatRedBall.Math.Geometry.Polygon.Position

Introduction All FlatRedBall shapes inherit from the PositionedObject class, so they inherit the X, Y, Z, and Position properties. The Z value of shapes impacts their rendering, but not collision. In other words, shapes will render differently according to their Z value when rendering on a 3D camera, but they will collide as if their[…]

AttachTo

Introduction The Camera class inherits from the PositionedObject class, so it can use the AttachTo function. For general information on AttachTo, see the PositionedObject.AttachTo page. Attaching a Camera to another object The simplest way to have the Camera follow an object is to attach the Camera to the object. However, if you do this, you[…]

RotationMatrix

Introduction The Camera object inherits from the PositionedObject class. Therefore, it can be rotated just like any other PositionedObject. For information on using rotation values on a PositionedObject in general, see the following pages: FlatRedBall.PositionedObject.RotationX FlatRedBall.PositionedObject.RotationY FlatRedBall.PositionedObject.RotationZ FlatRedBall.PositionedObject.RotationMatrix By default the Camera will attempt to orient itself so that “up” is the Y vector (0,1,0).[…]