The Initialize method can be used to reset the PositionedObject variables back to their default state. Specifically, the Initialize method resets:

  • Position (absolute and relative)

  • Velocity (absolute and relative)

  • Acceleration (absolute and relative)

  • Rotation (absolute and relative)

  • Rotation Velocity (absolute and relative)

  • Attachments (detach from parents)

  • Instructions

  • Name

  • List membership (see below for more information)

Method Signature

The signature for Initialize is as follows:

public virtual void Initialize()
public virtual void Initialize(bool clearListsBelongingTo)


  • bool clearListsBelongingTo - Whether the object should clear its ListsBelongingTo property. If this property is not specified, then the default value is true.

The dangers of clearListsBelongingTo

The FlatRedBall Engine depends on the two-way relationship that exists between IAttachables (an interface of the PositionedObject) and two-way lists that the IAttachable belongs to. Calling the no-argument version of Initialize, or passing true as the argument will result in the the PositionedObject breaking its two-way relationships with other objects, but it will not be removed from those lists. Let's look at a simple example where this can cause errors. The following code creates a PositionedObject, adds it to the SpriteManager for management, initializes, then attempts to remove it:

PositionedObject positionedObjectInstance = new PositionedObject();

// This will clear the PositionedObject's ListsBelongingTo.  This means that the PositionedObject will
// no longer know that it belongs to the engine, so it will not be able to remove itself from the engine.

// This call will not do anything!

// If you want to test it, try this:
    throw new Exception("The PositionedObject wasn't removed!");

To avoid the bug shown above, you should either:

  1. Initialize before adding to the SpriteManager

  2. Pass false as the argument to Initialize

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