FlatRedBall
  • 🖥️Downloading FlatRedBall
  • 🏗️Building FlatRedBall From Source
    • Linking Games to FlatRedBall Engine Source
    • Linking FNA
  • ❓Need Help?
  • ✨FlatRedBall Features
  • 🎓Tutorials
    • Introduction To FlatRedBall
    • Quick Start Guide
    • Beefball - A Full FlatRedBall Tutorial Project
      • Creating a FlatRedBall Project
      • Creating an Entity
      • Creating a Screen
      • Controlling an Entity
      • Creating the Screen Collision
      • Advanced PlayerBall Controls
      • Creating the Puck Entity
      • Adding Multiple Players
      • Scoring and Restarting Rounds
      • Scoring Hud
      • Scoring Hud Logic
      • Adding Dashing
    • Platformer Tutorials
      • Platformer Basics
        • Creating an Entity
        • Controlling a Platformer Entity
        • Movement Values
        • Double Jump
      • Checkpoint and Level End
      • Climbing Ladders
      • Doors
      • GroundCollidedAgainst and Movement Values
      • Moving Platforms
      • Multiple Players
      • NPC Dialog
      • Breaking Blocks
        • New Project Setup
        • Creating Level1 Map
        • Creating the Block Entity
        • Block Removal
      • Dealing Damage
        • New Project Setup
        • Enemy Entity
        • Shooting Bullets
        • Damaging the Enemy
      • Enemy Movement
        • New Project Setup
        • Enemy Entity
        • Enemy Input Logic
        • Detecting Platform Edges
      • Ground Type and Water Movement
        • New Project Setup
        • Creating Level1 Map
        • Adding Ice and Water
        • Platformer Movement Values
      • Animation and Platformer Values
        • New Project Setup
        • Creating AnimationLayers
        • Modifying Platformer Values
      • Wall Sliding and Jumping
    • Damage Dealing
      • Setup
      • Team Index
      • Damage Events
      • IDamageArea Removal
      • Melee Damage
    • Entity Variants Using Inheritance
    • FlatRedBall.Forms
      • Getting Started with FlatRedBall.Forms
        • Setup
        • Working with Common Controls
        • Forms vs Gum in Code
      • Forms and Xbox360GamePad
      • Data Binding (BindingContext)
        • BindingContext Property
        • Binding FlatRedBall.Forms
        • Parent and Children Binding using BindingContext
        • ListBox Templates
      • Styling Forms
      • Defining New Forms Types
        • Adding New Types to FlatRedBall.Forms Library
      • Accessing Forms Events in Gum Runtimes
    • Top Down Games
      • Top Down Basics
        • Setup
        • Input Device
        • CurrentMovement
      • Enemy Movement
        • Enemy Pathfinding
        • Direct Enemy Control
      • GroundVelocity
      • Animation
      • Sorting
    • Post Processing
    • Rock Blaster - A Full FlatRedBall Tutorial Project
      • Introduction
      • Setup
      • Game Skeleton
      • Player Entity
      • Player Behavior
      • Rock Entity
      • Collision
      • Rock States
      • HUD
      • Multiple Players
      • Health
      • Health Part 2
      • Destroying Entities
      • Cleaning Up
    • Code-Only Projects (No Editor)
      • Creating a FlatRedBall Project
      • Adding a Circle
      • Loading Textures and Using Sprites
    • Code Tutorials
      • 3D Camera Setup
      • Adding FlatRedBall to a MonoGame/FNA Project
      • Adding WPF to an Existing Game
      • async and await
      • CLR Profiler
      • Collision Jitter
      • Culling
      • Customizing Cursor Visuals
        • Windows Desktop
        • windows-rt
      • Depth Buffer Z Fighting
      • Dictionaries and Enum Keys
      • FlatRedBall XNA in Windows Form
      • Improving Performance
        • CustomActivity Performance
        • Identifying Screen Creation Performance Issues
        • Rendering Performance
        • Manually Updated Objects
          • Introduction
          • Measuring Automatic Updates
          • Measuring Sprite Automatic Updates
          • Manual Particle Systems
      • Object Sorting
      • Pix
      • Rendering Sprites with Shaders
      • Tile-Based Movement
      • Velocity
    • Distribution
      • App Icon
      • Emptying bin Folder Using Probing Path
      • itch.io
      • Release Build
      • Steam
    • FlatRedBall and Velcro Physics
      • Using Velcro Physics with the FlatRedBall Editor
      • Code-Only Velcro Projects
    • FlatRedBall Editor Plugins
      • Introduction to FlatRedBall Plugins
      • Creating a Plugin Project
      • Creating a Plugin Class
      • Adding UI to FlatRedBall
      • Using MVVM
      • Creating a NamedObjectSave-Editing Plugin
      • Adding File Format Support
      • Adding Code Files to a Game Project
      • Errors
      • Exporting a Plugin
    • Additional FlatRedBall Editor Tutorials
      • How to Create a First Person Camera
      • How to Play Sounds
      • How to Share Reference Data Between Screens and Entities
    • Math Tutorials
      • Circle Collision
      • Determining required magnitude for trajectory
      • Introduction to Collision
      • Power of Two
      • Rectangle Collision
      • rotation
      • statistics
      • trigonometry
      • vector
      • matrix
      • interpolation
    • Overworld Tutorials
      • Spinning Mode 7
        • New Project Setup
        • Adding Camera Code
        • Fading In and Out
  • 🎞️Videos
  • 📐FlatRedBall Editor
    • Display Settings
    • Entities
      • BaseEntity
      • Constructor
      • ConvertToManuallyUpdated
      • CreatedByOtherEntities
      • CustomActivity
      • CustomDestroy
      • CustomInitialize
      • Destroying Entities
      • Entity Performance
      • Export Entity
      • Implements IClickable
      • Implements ICollidable
      • Implements IDamageArea
      • Implements IDrawableBatch
      • Implements IGumCollidable
      • Implements IVisible
      • Implements IWindow
        • SlideOnClick
      • Import Entity
      • Inheriting from FlatRedBall Types
      • LayerProvidedByContainer
      • MoveToLayer
      • PooledByFactory
      • Top Down Movement
        • TopDownSpeedMultiplier
      • Use Global Content
    • Events
      • ResolutionRrOrientationChanged
    • Factories
      • CreateNew
      • EntitySpawned
      • Initialize
      • SortAxis
    • Files
      • File Types
        • Animation Chain List (.achx)
        • Comma Separated Values (.csv)
          • Combining .csvs With Entities
          • CreatesDictionary
          • Cross Referencing CSVs
          • Instantiating Custom Types
          • OrderedList
          • SetCreatedClass
            • generate-data-class
          • uniformrowtype
        • Effect (.fx, .fxb)
        • Font (.fnt)
        • JSON (.json)
        • Model (.fbx)
        • MP3
        • Node Network (.nntx)
        • OpenDocument Spreadsheet (.ods)
        • ShapeCollections (.shcx)
        • SplineList (.splx)
        • Texture2D (.png)
        • Wave (.wav)
      • Accessing Files in Code
      • Adding File Objects to Managers
      • Destroy on Unload
      • File Build Tool
      • Folders
      • Global Content Files
      • IsDatabaseForLocalizing
      • IsManuallyUpdated
      • IncludeDirectoryRelativeToContainer
      • LoadedAtRuntime
      • LoadedOnlyWhenReferenced
      • Name
      • Platform Inclusions
      • Project Specific Files
      • RuntimeType
      • SourceFile
      • UseContentPipeline
      • Wildcard Files
    • FileVersion (.gluj)
    • Generated Code
    • Global Content Files
      • LoadAsynchronously
      • Reload
      • Setting Files At Runtime
    • Live Edit
      • Render Targets
    • Menu
      • Content
        • Additional Content
          • Using Runtime Types as Objects
          • creating-runtime-objects
          • runtime-object-charateristics
          • simple-line-of-text-tutorial
        • Introduction
        • pipeline-settings
      • File
        • New Project
      • Edit
        • Find File References
      • Plugins
        • Install Plugin
        • Manage Plugins
      • Project
        • View Projects
      • Settings
        • Camera Settings
        • File Associations
        • File Build Tools
        • Performance Settings
      • Update
        • Introduction
        • glue-reference-menu-frbdk
        • glue-reference-menu-libraries
    • Multi-Platform
      • Synced Projects
      • Changing Main Project Type
      • Android
        • Distribution
        • Setup
      • iOS
        • Certificates and Profiles
        • Copying Projects to Mac
        • Using Xamarin Build Host
      • Switch (Nintendo)
      • Web
    • Objects
      • Object Types
        • AxisAlignedRectangle
        • Camera
        • CameraControllingEntity
        • Circle
        • CollisionRelationship
        • Layer
          • DestinationRectangle
          • Is2D
        • Polygon
        • PositionedObjectList
        • RenderTarget2D
        • ShapeCollection
        • SoundEffectInstance
        • Sprite
        • Text
        • TileNodeNetwork
      • AddToManagers
      • AttachToCamera
      • AttachToContainer
      • CallActivity
      • Collidable Objects
      • EntireFile
      • ExposedInDerived
      • HasPublicProperty
      • IgnoresPausing
      • IncludeInIClickable
      • IncludeInICollidable
      • IsContainer
      • LayerOn
      • Map
      • SetByDerived
      • SourceFile
      • SourceType
    • Plugins
      • glue-gluevault-component-pages-rendertargetrenderer
      • glue-gluevault-component-pages-simple-command-console
      • glue-gluevault-component-pages-squid-gui-integration
      • kalldrexx-interactive-debugging-console
    • Profiling
    • Screens
      • AsyncLoadingState
      • BaseScreen
      • Constructor
      • Creating a New Screen
      • CustomDestroy
      • CustomInitialize
      • DefaultLayer
      • GameScreen
      • IsActivityFinished
      • IsLoadingScreen
      • LoadStaticContent
      • MoveToScreen
      • PauseAdjustedCurrentTime
      • Set as StartUp Screen
      • UnloadsContentManagerWhenDestroyed
    • States
      • InterpolateToState
      • InterpolateToState vs InterpolateBetween
      • State Categories
      • State Classes
      • States and Inheritance
      • Tunneling Category Variables
    • Variables
      • CreatesEvent
      • HasAccompanyingVelocityProperty
      • IsShared
      • Proper Variable Naming
      • SetByDerived
      • Type
      • Variable Order
    • Visual Studio Project (.csproj)
  • 🏃Animation Editor
    • Frame Time
    • Animation Shapes and Collision
  • Tiled
    • Tiled Basics
      • Introduction
      • Creating a GameScreen
      • Adding Collision
      • Colliding Entities Against TileShapeCollections
      • Working with Multiple Levels
      • Creating Entities from Tiles
      • Creating Entities from Object Layers
      • Accessing Tiled Properties
      • Working with Tiled Shapes
    • Tiled Files in Entities
    • TileEntityInstantiator
    • Using TiledObjects.Generated.xml
    • LayeredTileMap
      • Collisions
      • Destroy
      • FromTiledMapSave
      • Z
    • MapDrawableBatch
      • AddTile
      • CoordinateAdjustment
      • GetBottomLeftWorldCoordinateForOrderedTile
      • MergeOntoThis
      • NamedTileOrderedIndexes
      • PaintTile
      • PaintTileTextureCoordinates
      • ParallaxX
      • Paste
      • Properties
      • RemoveQuads
      • RenderingScale
      • SortAxis
    • TiledMapSave
    • TileShapeCollection
      • AddCollisionAtWorld
      • AddCollisionFrom
      • AddCollisionFromTilesWithProperty
      • AddMergedCollisionFromLayer
      • AddMergedCollisionFromTilesWithProperty
      • AdjustRepositionDirectionsOnAddAndRemove
      • CollideAgainst
      • CollideAgainstClosest
      • GetRectangleAtPosition
      • InsertCollidables
      • LastCollisionAxisAlignedRectangles
      • Rectangles
      • RemoveFromManagers
      • RemoveSurroundedCollision
  • 🟩Gum
    • Tutorials
      • Introduction and Setup
      • Screens in Gum
      • Gum Objects in Code
      • Events on Gum Objects
      • Events on Gum Objects Part 2
      • Exposed Variables
      • States
      • Adding Code to Gum Objects
    • Accessing Gum Screens in Code
    • Adding Components to Layers
    • Adding Gum Screens to FlatRedBall
    • Animations in Code
    • Components in FlatRedBall Entities
    • Converting Gum Coordinates
    • Creating Components in Code
    • GraphicalUiElement as IWindow
    • Gum Resolution
    • Gum Properties Tab
    • Gum Animations
      • How to Play Gum Screen Animations
      • Named Events
      • Setting Gum Animationchain Achx in Code
  • 🦴Spine
    • Setup
    • Atlas
    • Changing Spine Textures at Runtime
    • SpineDrawableBatch
      • Event
      • PlayAnimation
      • SetCollision
      • Skeleton
  • ⏸️Aseprite
    • AnimationChainList
  • 🏫API Documentation
    • FlatRedBall Engine
      • AI
        • LineOfSight
          • VisibilityGrid
        • Pathfinding
          • PositionedNode
          • Link
            • Cost
            • NodeLinkingTo
          • NodeNetwork
            • GetPath
            • UpdateShapes
            • Visible
          • TileNodeNetwork
            • AddAndLinkTiledNode
            • AddAndLinkTiledNodeWorld
            • OccupyTileWorld
            • SetCosts
      • Audio
        • AudioManager
          • AreSoundEffectsEnabled
          • CurrentlyPlayingSong
          • MasterSongVolume
          • MasterSoundVolume
          • Play
          • PlaySong
          • PlaySongs
          • StopSong
        • PositionedSound
        • Sound
      • Camera
        • AbsoluteRightXEdge
        • AbsoluteRightXEdgeAt
        • AddLayer
        • AddSpriteToBillboard
        • AspectRatio
        • AttachTo
        • BackgroundColor
        • CameraCullMode
        • ClearMinimumsAndMaximums
        • ClearsDepthBuffer
        • DestinationRectangle
        • DrawsShapes
        • DrawsToScreen
        • DrawsWorld
        • FarClipPlane
        • FieldOfView
        • FixAspectRatioYConstant
        • ForceUpdateDependencies
        • GetViewport
        • IsSpriteInView
        • KeepSpriteInScreen
        • Layer
        • Layers
        • Main
        • MaximumX
        • Orthogonal
        • OrthogonalHeight
        • OrthogonalWidth
        • PixelsPerUnitAt
        • Position
        • PositionRandomlyInView
        • RelativeXEdgeAt
        • RemoveLayer
        • RotationMatrix
        • SetBordersAtZ
        • SetLookAtRotationMatrix
        • SetSplitScreenViewport
        • UpdateViewProjectionMatrix
        • UpVector
        • UsePixelCoordinates
        • UsePixelCoordinates3D
        • View
      • Content
        • ContentLoadBatch
        • AnimationChain
          • AnimationChainListSave
        • ContentManager
          • AddUnloadMethod
          • FileAliases
          • IsAssetLoadedByName
          • Load
          • LoadFromGlobalIfExists
          • Multiple Content Managers
        • Math
          • Geometry
            • ShapeCollectionSave
        • Polygon
          • PolygonSave
        • Scene
          • CameraSave
          • SceneSave
        • SpriteEditorScene
          • Camera
      • Debugging
        • Debugger
          • CommandLineWrite
          • GetFullPerformanceInformation
          • TextBlue
          • WriteAutomaticallyUpdatedObjectInformation
      • Entities
        • CameraControllingEntity
        • IDamageable
        • IDamageArea
      • FlatRedBallServices
        • AddDisposable
        • AddManager
        • CornerGrabbingResize
        • Draw
        • ForceClientSizeUpdates
        • Game
        • GetManagerInformation
        • GlobalContentManager
        • GraphicsOptions
        • Initialize
        • IsLoaded
        • Load
        • Owner
        • Random
        • RenderAll
        • Unload
        • Update
        • WindowHandle
      • Graphics
        • Animation
          • AnimationChain
            • Clone
            • FrameToFrame
            • TotalLength
          • AnimationChainList
          • AnimationController
          • AnimationFrame
            • RelativeX
            • ShapeCollectionSave
            • Texture
          • IAnimationChainAnimatable
            • Animate
            • Animation and Timing
            • AnimationChains
            • AnimationSpeed
            • CurrentChainName
            • CurrentFrameIndex
            • JustChangedFrame
            • JustCycled
            • UseAnimationRelativePosition
        • BitmapFont
          • BMFC File
          • BitmapCharacterInfo
          • FNT File
          • Glyphs
          • LineHeightInPixels
          • RenderToTexture2D
        • BlendOperation
        • ColorOperation
          • Add
          • Color
          • ColorTextureAlpha
          • InterpolateColor
          • Modulate
          • Texture
        • GraphicsOptions
          • Filtering
          • IsFullScreen
          • ResolutionHeight
          • SetFullScreen
          • SetResolution
          • SizeOrOrientationChanged
          • TextureFilter
          • TextureLoadingColorKey
          • UseMultisampling
        • IColorable
          • Alpha
          • BlendOperation
          • Blue
          • ColorOperation
        • IDrawableBatch
          • Z
          • RenderState
        • IVisible
          • IgnoresParentVisibility
        • Layer
          • Layer Membership Details
          • LayerCameraSettings
          • Remove
          • RenderTarget
          • SortType
          • Sprites
          • UsePixelCoordinates
        • LayerCameraSettings
          • OrthogonalWidth
          • TopDestination
        • Particle
          • EmissionSettings
            • Drag
            • PixelSize
            • ScaleX
          • Emitter
        • PostProcessing
          • SwapChain
        • RenderBreak
        • Renderer
          • Draw
          • LastFrameRenderBreakList
          • RenderBreaksAllocatedThisFrame
        • Text
          • AdjustPositionForPixelPerfectDrawing
          • ColorOperation
          • DisplayText
          • GetWidth
          • Font
          • HorizontalAlignment
          • InsertNewLines
          • MaxWidth
          • MaxWidthBehavior
          • NewLineDistance
          • NumberOfLines
          • ScaleX
          • SetColor
          • SetPixelPerfectScale
          • VerticalAlignment
          • Width
        • TextManager
          • AddManuallyUpdated
          • AddText
          • AddToLayer
          • FilterTexts
          • RemoveText
        • Texture
          • RenderTargetSprite
          • ImageData
            • ApplyColorOperation
            • Fill
            • FromTexture2D
      • Gui
        • Cursor
          • Camera
          • ClickNoSlideThreshold
          • CustomUpdate
          • GetRay
          • IngnoreInputThisFrame
          • IsInWindow
          • IsOn
          • IsOn3d
          • PrimaryClick
          • PrimaryClickNoSlide
          • PrimaryPushTime
          • ScreenX
          • SecondaryClick
          • SetControllingGamepad
          • SetJoystickControl
          • TransformationMatrix
          • WindowOver
          • WidowPushed
          • WorldPosition
          • WorldX
          • WorldXAt
          • WorldYAt
          • XForUi
        • GuiManager
          • AddDominantWindow
          • BringsClickedWindowsToFront
          • BringToFront
          • GamepadsForUiControl
          • MakeRegularWindow
          • RemoveWindow
          • SortZAndLayerBased
          • Windows
        • IClickable
        • IInputReceiver
          • IWindow
            • CallClick
            • Enabled
          • ReceiveInput
      • Input
        • AnalogButton
        • AnalogStick
          • IsMaxPositionNormalized
        • DelegateBased1DInput
        • DelegateBased2DInput
        • DelegateBasedPressableInput
        • I1DInput
        • I2DInput
        • IMouseOver
        • InputDeviceBase
        • InputManager
          • ClearAllInput
          • InputReceiver
        • IPressableInput
        • Keyboard
          • Clear
          • ControlPositionedObject
          • Get2DInput
          • GetKey
          • GetStringTyped
          • IgnoreKeyForOneFrame
          • KeyDown
          • KeyPushed
        • Mouse
          • GrabbedPositionedObject
          • IsOn3D
          • ModifyMouseState
          • Restricting Mouse to Screen Bounds
          • SetScreenPosition
        • TouchScreen
          • LastFrameGestures
          • ReadsGestures
        • Windows
          • WindowsInputEventManager
        • Xbox360GamePad
          • ButtonDown
          • ButtonMap
          • ButtonPosition vs Button
          • ButtonPushed
          • ControlPositionedObject
          • CreateDefaultButtonMap
          • Deadzone
          • DeadzoneType
          • FakeIsConnected
          • GamepadLayout
          • IgnoreButtonForOneFrame
      • Instructions
        • DelegateInstruction
        • IInstructable
          • Call
          • Cnstructions
          • Set
        • Instruction
        • InstructionList
          • ExecuteAndRemoveOrCyclePassedInstructions
        • InstructionManager
          • Add
          • AddSafe
          • Instructions
          • MoveThrough
          • MoveTo
          • MoveToAccurate
          • ObjectsIgnoringPausing
          • PauseEngine
          • Pulse
          • RotateToAccurate
        • Reflection
          • LateBinder
          • PropertyCollection
        • MethodInstruction
        • StaticMethodInstruction
      • IO
        • Csv
          • CsvHeader
          • CsvFilemanager
            • Cells with Multiple Lines
            • Color
            • CsvDeserializelist
            • Rows with Lists
          • RuntimeCsvRepresentation
            • FromList
            • GenerateCsvString
        • FileManager
          • BinarySerialize
          • CloneObject
          • FromFileText
          • GetAllFilesInDirectory
          • GetUserFolder
          • InitializeUserFolder
          • RelativeDirectory
          • SaveEmbeddedResource
          • SaveText
          • Standardize
          • UserApplicationDataForThisApplication
          • XmlDeserialize
          • XmlSerialize
      • Localization
        • LocalizationManager
      • Managers
        • IManager
      • Math
        • IAttachableRemovable
        • AttachableList
          • FindByName
          • MakeOneWay
        • Collision
          • CollisionManager
            • Relationships
            • Update
        • Geometry
          • AxisAlignedCube
            • CollideAgainstBounce
          • AxisAlignedRectangle
            • Axis Alignment And Rotation
            • CollideAgainstMoveSoft
            • Color
            • GetRandomPositionInThis
            • KeepThisInsideOf
            • LastMoveCollisionReposition
            • Left
            • RepositionDirections
          • Capsule2D
          • Circle
            • CollideAgainst
            • CollideAgainstBounce
            • CollideAgainstMove
            • IsPointInside
            • LastCollisionTangent
            • LastMoveCollisionReposition
            • ProjectParentVelocityOnLastMoveCollisionTangent
            • Visible
            • Z
          • Colliding a List of Shapes Against Itself
          • FloatRectangle
          • ICollidable
          • IScalable
            • Scale
          • Line
            • Color
            • LastCollisionPoint
            • RelativePoint1
            • SetFromAbsoluteEndpoints
          • Point
          • Polygon
            • AbsolutePointPosition
            • Clone
            • CollideAgainstBounce
            • CollideAgainstMove and Attachments
            • CollideAgainstMove
            • Color
            • CreateEquilateral
            • CreateRectangle
            • ForceUpdateDependencies
            • IsPointInside
            • LastMoveCollisionReposition
            • OptimizeRadius
            • Points
            • Position
            • ProjectParentVelocityOnLastMoveCollisionTangent
            • ScaleBy
            • Thin Polygon Problem
            • VectorFrom
            • Visible
            • Z
          • Segment
            • ClosestPointTo
          • Shape
          • ShapeCollection
            • AttachTo
            • AxisAlignedRectangles
            • CollideAgainst
            • CollideAgainstBounceWithoutSnag
            • CollideAgainstMove
            • CollideAgainstMoveWithoutSnag
            • LastCollisionAxisAlignedRectangles
            • SortAscending
            • Visible
          • ShapeManager
            • AddToLayer
            • Remove
            • ShapeDrawingOrder
          • ShapeMerger
          • Shapes and 2D Collision
          • Sphere
        • IAttachable
          • Attachment Updates in the Engine
          • Detach
          • ParentRotationChangesPosition
          • ParentRotationChangesRotation
          • TopParent
        • IRotatable
          • RotationMatrix
        • MathFunctions
          • AbsoluteToWindow
          • AngleToAngle
          • AngleToVector
          • GetPointInCircle
          • GetPositionAfterTime
          • RegulatAngle
          • RotatePointAroundPoint
          • RoundFloat
          • RoundToInt
          • WidowToAbsolute
        • Paths
          • Path
        • PositionedObjectList
          • Add
          • AttachTo
          • Clear
          • GetFirstAfter
          • GetFirstAfterPosition
          • SortXInsertionAscending
        • Splines
          • Spline
            • GetPositionAtLengthAlongSpline
      • Performance
        • Measurement
          • Section
            • GetAndStartContextAndTime
            • Save
            • ToStringVerbose
      • PositionedObject
        • Acceleration
        • AttachTo
        • Children
        • Clone
        • Drag
        • ForceUpdatedependencies
        • ForceUpdatedependenciesDeep
        • Initialize
        • KeepTrackOfReal
        • LastPosition
        • Mirrored properties
        • ParentRotationChangesPosition
        • ParentRotationChangesRotation
        • Position
        • RelativePosition
        • RelativeRotationZ
        • RelativeVelocity
        • RemoveSelfFromListsBelongingTo
        • RotationZ
        • SetRelativeFromAbsolute
        • TimedActivity
        • TopParent
        • UpdateDependencies
        • Velocity
        • Z
      • Screens
        • Screen
          • ContentManagerName
          • CustomDestroy
          • IsActivityFinished
          • MoveToScreen
          • PauseThisScreen
        • ScreenManager
          • Activity
          • CurrentScreen
          • Start
      • Sprite
        • Alpha
        • AnimateSelf
        • AnimationChains
        • AnimationSpeed
        • Bottom
        • BottomTextureCoordinate
        • Changing a Sprite's Origin
        • ColorOperation
        • CurrentChainName
        • CurrentFrameIndex
        • IgnoreAnimationChainTextureFlip
        • Inheriting from the Sprite Class
        • JustCycled
        • LeftTextureCoordinate
        • PixelSize
        • Position
        • RightTextureCoordinate
        • SetAnimationChain
        • SetScaleXRatioToY
        • Sorting and Overlapping
        • Sprite vs Texture2d
        • Texture Coordinates
        • Texture
        • TextureAddressMode
        • TextureCoordinate
        • TextureFilter
        • TextureScale
        • TimeIntoAnimation
        • TopTextureCoordinate
        • UseAnimationRelativePosition
        • Vertices
        • VerticesForDrawing
        • Visible
      • SpriteList
      • SpriteManager
        • AddDrawableBatch
        • AddManagedInvisibleSprite
        • AddManualSprite
        • AddParticleSprite
        • AddPositionedObject
        • AddSprite
        • AddToLayer
        • AddZBufferedDrawableBatch
        • AddZBufferedSprite
        • AutomaticallyUpdatedSprites
        • Camera
        • ConvertToAutomaticallyUpdated
        • ConvertToManagedInvisible
        • ConvertToManuallyUpdated
        • ConvertToZBufferedSprite
        • DrawableBatches
        • ManagedPositionedObjects
        • ManualUpdate
        • MaxParticleCount
        • MoveToBack
        • OrderedSortType
          • Z
        • OrderedSprites
        • RemoveDrawableBatch
        • RemoveLayer
        • RemovePositionedObject
        • RemoveSprite
        • RemoveSpriteOneWay
        • SortTexturesSecondary
        • SortYSpritesSecondary
        • UnderAllDrawnLayer
      • TimeManager
        • Accumulating Time
        • CurrentScreenSecondsSince
        • CurrentTime
        • Profiling
        • SecondDifference
        • SecondsSince
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  • Introduction
  • Adding States
  • Setting States in Code
  • Conditional Logic Based on State

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  1. FlatRedBall Editor

States

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Last updated 8 months ago

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Introduction

States allow you to modify your object in an organized, type-safe, way. States can also be previewed when the game is running in edit mode, speeding up iteration. States are a lightweight alternative to using inheritance, and can even be used to apply changes to a Screen or Entity multiple times. States can exist on any Screen or Entity, and appear under the States folder in the FRB Editor tree view.

Previous versions of FlatRedBall supported uncategorized states. These states can cause confusion about when properties are assigned so they have been removed from FlatRedBall. Now, all states must be categorized.

The following image shows a PowerUp entity with a PowerUpCategory containing three states.

Adding States

The FRB Editor provides two different ways to add states. The preferred method is using the State Data tab. The second way is using the right-click menu. The two can both be used, so you don't have to pick which to use; that said, using the State Data method can be easier, so it is recommended.

State Data

Once a category has been created, states can be added in the State Data tab.

New states can be added by entering names in the left-most column. Adding a new name creates a new state.

By default, variables do not appear in the State Data tab (and are not accessible by states in the category). You must explicitly add variables which you would like to edit in your state. Conceptually, this makes sense considering categories are usually built to only modify a subset of variables.

For example, consider a variable which tunnels into a Sprite's CurrentChainName - which we'll call "Animation" to keep the name short:

To make this variable accessible to the PowerUpCategory, drag+drop the variable onto the category. Doing so results in the variable appearing in the State Data grid.

Alternatively, a category's variables can be added and removed in the State Data tab.

Right-Click Menu

States can also be added through the right-click menu on a category.

This method is the old way of adding states. It is still supported, but it is a little more cumbersome compared to using state data. States added this way still appear in the State Data tab.

Setting States in Code

Every state category generates a class which is embedded in the screen or entity containing the state. By default states can only be assigned inside the entity or screen defining the state. For example, if the PowerUp entity defines a state category named PowerUpCategory, then states can be assigned in code.

Assigning the state in code applies all state's variables which were assigned in the FRB Editor.

Conditional Logic Based on State

The state can be compared against the values which are assigned to perform logic. For example, the following code could be written to perform logic based on the state of the power up.

if(this.CurrentPowerUpCategoryState == PowerUpCategory.FirstState)
{
  // Do logic for first state
}
else if(this.CurrentPowerUpCategoryState == PowerUpCategory.SecondState)
{
  // Do logic for second state
}
// and so on...

Before you can add states, you must first add a state category. For information on how to add a state category, see the page.

📐
State Categories
PowerUp entity with 3 categorized states
PowerUpCategory showing the State Data tab
New states added to the PowerUpCategory in the State Data tab
Animation variable in a PowerUp entity
Drag+drop a variable onto a State category to have it show up in the State Data grid
Variables can be included and excluded from categories
Assigning the CurrentPowerUpCategoryState in code