Introduction The Shift member shifts all visible Sprites, the Blueprint, and all contained data in the SpriteGrid by the argument amount. This method does not shift the bounds of the SpriteGrid. This method can be used to simulate scrolling or to reposition the SpriteGrid’s seed. Code Example The following code creates a SpriteGrid which appears[…]


Introduction The PaintSpriteDisplayRegion method can be used to apply permanent texture coordinates to the Sprite found at the argument position. Calling this method will permanently modify the Sprite’s texture coordinates, just like the PaintSprite method permanently modifies the texture at the argument location. In other words, Sprites which are painted by a display region will[…]


Introduction The ForceUpdateDependencies for the Camera performs all of the same functionality as the PositionedObject’s ForceUpdateDependencies call, but it also does a few extra things. Specifically, it updates the mins and maxes of the camera, and recalculates its View and Project matrices. For information on ForceUpdateDependencies as it relates to PositionedObjects in general, see the[…]


Back to Scene Introduction The ManageAll method calls the Manage method on all contained SpriteGrids. If there are no SpriteGrids contained in the Scene, then this method does nothing. In most cases if your Scene contains SpriteGrids you should call ManageAll. If not, you may have bugs where SpriteGrids seem to be missing Sprites when[…]


Sprite Allows users to add a Sprite to the workspace in the SpriteEditor. Users have the option of navigating to any directory they choose to add a Sprite. SpriteGrid Allows users to add a SpriteGrid to the workspace in the SpriteEditor Essentially, by taking an image, users can create a full grid of Sprites and[…]


Introduction Culling is the process of determining that an object or a part of an object does not need to be drawn, then skipping the drawing logic because of this determination. This is an effective way to improve performance if the process of detecting whether an object should be drawn is significantly faster than just[…]

.scnx (File Type)

Introduction A Scene is simply a collection of different types of objects which can be added as a group. Usually scene creation begins in a tool like the SpriteEditor or TileEditor. The default file type of a scene is .scnx. These are XML files which describe a scene. These scene files can be loaded by[…]


Introduction A SpriteEditorScene is a “ready to save” or “just loaded” Scene. It is used to load a Scene from a .scnx file and it can be used to write .scnx files easily. The FlatRedBallServices class internally uses the SpriteEditorScene class when you use it to load Scenes. You will not need to use the[…]


Note: The Scene object was a common object in FlatRedBall in the pre-Glue era, and initially when Glue was introduced. Currently the recommended approach for layout is to use Tiled for TileMaps, Gum for UI, and GlueView for manually placing Entities. Introduction A Scene is simply a collection of different types of objects which can[…]