BaseScreen

Introduction The BaseScreen value controls the base screen from which the current screen is derived. The derived screen will have all of the objects, files, events, variables, and code of the base screen, but can add more functionality and content in Glue and code. In code setting the BaseScreen sets the screen to inherit from[…]

Derived Screens as a Levels

The latest version of FlatRedBall, Glue, and the Tiled plugin include features to support a new approach for creating levels – using derived screens. Screen inheritance has been available in Glue for many years, but the latest set of features revive this functionality and make level creation easier than ever. Old vs. New Levels are[…]

02. Creating a GameScreen

Introduction This walk-through creates two screens. The first is a screen called GameScreen which will define what our game will have in every level. The second is a screen called Level1 which will have only files and objects for our first level. GameScreen will be a base class for Level1, and any additional levels will also[…]

Restricting Mouse to Screen Bounds

Introduction Some games benefit from keeping the mouse within the screen bounds. The two common scenarios for keeping the mouse within the screen bounds are: A first person shooter uses the mouse to move around. The mouse should be invisible and not move outside of the window when the window has focus. Real time strategy[…]

SetFullScreen

Introduction SetFullScreen sets the game to run in full screen. This function can change the current resolution of the desktop. Graphics cards only support a certain number of resolution configurations. If SetFullScreen is called with a value not supported by the graphics device, an exception will be thrown. Code Example The following code sets the[…]

Accessing Gum Screens in Code

Introduction Gum screens which are part of a FlatRedBall project generate a custom class. This custom class provides access to all contained objects within the screen. While it is possible to also interact with the elements in a general way (by name), using the typed properties in a screen is usually safer and more convenient.[…]

Reset a Screen

Introduction You may want to reset a screen under certain situations. For example when the player loses all of his or her lives then the screen may need to reset to its original state so the player can start the game over. Code To reset a screen, see the MoveToScreen page.