Introduction A Texture2D is a 2D array of pixel information which can be used by Sprites, Text objects, and PositionedModels when drawn. All FlatRedBall platforms support textures up to a max size of 2048×2048. FlatRedBall PC uses the Reach profile by default, but if switched to HiDef, textures up to 4096×4096 can be used. Displaying[…]


Introduction Layers can be used to control the order of visual objects on screen. Typically objects with a larger Z value will appear behind objects with smaller Z values, but this relationship is only true if the objects are on the same layer. Layers take priority over the Z value of objects when performing rendering.[…]


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[…]


Introduction The PositionedObject is an object which contains properties and functionality for position, rotation, attachment, velocity, acceleration, and instructions. It serves as the base object for common FlatRedBall classes such as the Camera, Sprite, Emitter, and Text objects. The PositionedObject is also the base class of Entities so if you are using Glue you will[…]


Introduction Instructions are objects which store a value that will be set to a particular property at a given time. In other words, Instructions can be used to do something at some fixed time in the future. These are useful for creating cut scenes and performing predictable behavior without explicitly holding on to references to[…]