Code-only Farseer Introduction

Introduction The Farseer Physics Engine is a physics engine (as the name implies) written in C#. It is directed toward use with XNA and Silverlight, but it can be used with any .NET application. It is a common choice for expanding the physics capabilities of FlatRedBall. General Approach Unfortunately the tutorial support for Farseer (at[…]


Important This property is no longer supported in newer versions of FlatRedBall as of version 16. Information about file versions can be found in the GLUJ version page. Newer projects should use FlatRedball.Forms for scrolling lists and UI. Introduction The IsScrollableEntityList option on Entities allows for the quick creation of Entities which represent a scrollable[…]


Introduction The CreateRectangle method creates a Polygon that is in the shape of a rectangle. Polygons created through the CreateRectangle method are no different than any other Polygon – the CreateRectangle method is simply a method that simplifies a common task. Since Polygons and AxisAlignedRectangles have the same methods for performing collision and both inherit[…]


Introduction The Pulse method creates a recurring set of instructions used to change the argument IScalable’s Scale and Scale Velocity. The result is a pulsing effect. Code Example The following creates a Sprite which pulses using a set of defined parameters. Add the following using statements: using FlatRedBall; using FlatRedBall.Instructions; Add the following to Initialize[…]

2D In FlatRedBall

Introduction FlatRedBall is a 2.5D game engine. This means that it falls somewhere between 2D and 3D. While this provides many benefits like being able to create 2D games with 3D graphics and hardware acceleration, some things like pure 2D graphics require a little bit of work. Fortunately FlatRedBall is built to handle these situations[…]


Introduction The IScalable interface provides an interface for 2D objects which can be resized. IScalable objects have two properties which control size: ScaleX ScaleY Note: By default, scale has nothing to do with the Texture that an object is displaying. Two objects showing different Textures of different dimensions will be the same size if they[…]


Introduction The Sprite is a flat graphical object which is commonly used in 2D games as well as for particles, HUDs, and UIs in 3D games. The Sprite class inherits from the PositionedObject class. Tutorials Working with Sprites Sprite Scale For information on Scale, see the IScalable wiki entry. To match the on-screen pixel dimensions[…]


Introduction Scale is a common measurement of size in the FlatRedBall Engine. Most sizable objects implement the IScalable interface and have ScaleX and ScaleY variables. This includes the Sprite class. Scale measures the distance from the center of an object to its edge. Therefore, the following relationships exist: width = object.ScaleX * 2; leftEdge =[…]