Glue:Reference:Factory:EntitySpawned

Introduction The EntitySpawned delegate allows custom code to react to an entity instance being created. For example a game may want to add an Entity to a custom list when spawned. Code Example The following code assigns a custom EntitySpawned delegate which adds any created ball instance to the CustomBallList: void CustomInitialize() { BallEntityFactory.EntitySpawned +=[…]

Glue:Reference:Global Content:Reload

Introduction Glue generates a Reload function in GlobalContent which simplifies reloading CSV files. Reload can only be used to reload CSV files from disk. Reload is useful for games which may change CSVs during execution, such as games that download new data from a remote server. Reload will change the member that is passed to[…]

Glue:Reference:Windows RT

Introduction Windows RT apps are fully supported by the FlatRedBall engine and Glue. This means that users are able to create apps and distribute them on the Windows Store, and they will run on Windows RT devices. Visual Studios It is recommended that you upgrade your version of Visual Studios to Visual Studios 2013 Community.[…]

Glue:Reference:Global Content:Setting files at runtime

Introduction All files in GlobalContent have a getter and a setter. This means that you are able to set files at runtime if you would like to update them in custom code. This section will discuss the details of setting files, and why you may want to do this in your projects. Example Scenario Setting[…]

Glue:Reference:iOS

Introduction FlatRedBall and Glue support development for iOS (iPhone and iPad) through Xamarin’s Mono compiler and MonoGame. Subsections How to create a FlatRedBall iOS project Certificates and Profiles Additional Information If you have a NullReferenceException in Microsoft.Xna.Framework.Audio.OpenALSoundController.Update, and you are playing on the simulator, verify that audio is working properly on your Mac. For information[…]

Glue:Reference:Code:Generated Code

Introduction One of the primary technologies that Glue uses to function is it creates generated code. Some game projects may include more generated code than hand-written code. This section discusses the details of how generated code works. The details of generated code may be useful to you during development if: You have encountered a bug[…]

Glue:Reference:Screens:CustomLoadStaticContent

Introduction CustomLoadStaticContent is a code that is part of the default generated code file for every Screen and Entity created by Glue. CustomLoadStaticContent is called once when a Screen is first instantiated, and once for every Entity type when it is instantiated in a Screen. This method is called per Entity if it hasn’t been[…]

Glue:Reference:Menu:Settings:Performance Settings

Introduction The Glue Performance Settings window controls how Glue generates the project and code to help you improve the performance of your project. Subsections Glue:Reference:Menu:Settings:Performance Settings:RecordInitializeSegments

Glue:Reference:Files:CSV:OrderedList

Introduction The OrderedList property is a List of values which correspond to the order of values in a dictionary CSV. A given CSV must have its CreatesDictionary property set to true for OrderedList to be generated. OrderedList is not dynamicThe OrderedList is a hardcoded list. It is not dynamic, meaning if you make any modifications[…]

Glue:Reference:Entities:IWindow:ClickNoSlide

Introduction The ClickNoSlide event is an event which is raised when the user presses and releases the mouse button or presses and releases on a touch screen without sliding. This method is useful for touch screen games which use sliding as a valid form of input. If a regular Click method is used instead of[…]