Introduction to FlatRedBall

Welcome! We’re glad you came to check out FlatRedBall. Before jumping in, let’s take a few moments to discover what FlatRedBall is all about. If you’re new to game development or just new to FlatRedBall, this page will introduce you to common FlatRedBall (FRB) concepts. What is FlatRedBall? The FlatRedBall game engine has been in[…]

BottomTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

LeftTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

RightTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

AddTile

Introduction The MapDrawableBatch class is the heart of the Tile Graphics Plugin. It is ultimately the class responsible for rendering the tile map graphics when your game runs. Although the Tile Graphics Plugin provides ways to construct MapDrawableBatches from .scnx files, the MapDrawableBatch can also be constructed purely in code. While this does require some[…]

AnimationEditor

Introduction The AnimationEditor is a tool which simplifies the creation and editing of AnimationChainList files (.achx files). AnimationChainLists are the standard file format for sprite animations. Opening the AnimationEditor The AnimationEditor is distributed along with Glue in the FRBDK.zip file. It can be found in the <Root Folder>/Xna 4 Tools/AnimationEditor Once you run AnimationEditor.exe you[…]

FlatRedBall:Tutorials:Render State Changes:Solution 2 – Merging Textures

Introduction The previous solution showed how to control the ordering of Sprites as to reduce the number of render breaks. The downside with this approach is that it reduces/eliminates the control over ordering that you get from setting the Z value of Sprites. This tutorial will cover how we can solve the problem by merging[…]

Technology Breakdown

Introduction This page is a high-level overview of the technology and community features that FlatRedBall offers. Please note that FlatRedBall is under continual development so the information contained in this page is subject to change. This information is intended to give you a very broad view of FlatRedBall technology. For information about how to use[…]

IgnoreAnimationChainTextureFlip

Introduction The IgnoreAnimationChainTextureFlip property can be used to control whether a Sprite’s FlipHorizontal and FlipVertical values are changed by the current AnimationChain. This value defaults to true, meaning that a Sprite’s current AnimationChain will overwrite the Sprite’s FlipHorizontal and FlipVertical when the frame changes. In other words, if IgnoreAnimationChainTextureFlip is true (default value), and a[…]