Tutorial
Creating a SpriteFrame in code
The following code shows you how to create a SpriteFrame purely in code:
Texture2D texture = FlatRedBallServices.Load<Texture2D>("redball.bmp", contentManager); SpriteFrame spriteFrame = SpriteManager.AddSpriteFrame(texture, SpriteFrame.BorderSides.All);
SpriteFrames and Layers
Just like Sprites and Text objects, SpriteFrames can be added to Layers. The following code creates two SpriteFrames. One is left at its default Z location of 0 while the other is placed further in the distance. Since the SpriteFrame which is further in the distance is placed on a Layer it will still be drawn on top of the SpriteFrame that is closer to the Camera.
Add the following using statements:
using FlatRedBall.ManagedSpriteGroups;
Add the following to Initialize after initializing FlatRedBall:
string contentManager = "someContentManager"; SpriteFrame spriteFrame = SpriteManager.AddSpriteFrame( FlatRedBallServices.Load<Texture2D>("redball.bmp", contentManager), SpriteFrame.BorderSides.All); // create the 2nd SpriteFrame and place it on a Layer Layer layer = SpriteManager.AddLayer(); SpriteFrame layeredSpriteFrame = SpriteManager.AddSpriteFrame( spriteFrame.Texture, // might as well use the same Texture2D SpriteFrame.BorderSides.All); // To make it visibly distinguishable layeredSpriteFrame.ColorOperation = ColorOperation.Add; layeredSpriteFrame.Blue = 1; SpriteManager.AddToLayer(layeredSpriteFrame, layer); // To prove it worked, push the SpriteFrame back layeredSpriteFrame.Z = -25; // positive 25 in FRB MDX
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