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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On this page
  • Introduction
  • Implementing IDamageArea on Player and Enemy
  • Player vs Enemy CollisionRelationships
  • Dealing Damage to the Enemy
  • Implementing Player Attacks
  • Alternative Approach - Using ModifyDamageDealt

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  1. Tutorials
  2. Damage Dealing

Melee Damage

PreviousIDamageArea RemovalNextEntity Variants Using Inheritance

Last updated 1 month ago

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Introduction

The previous tutorials showed how to deal damage to an enemy with a Bullet. The Bullet entity implemented only the IDamageArea interface (not the IDamageable), so it served purely as an entity which could deal damage but could not receive damage.

Games which implement melee damage can do so by adding additional shapes to the Player entity and by marking the Player as an IDamageArea (as well as IDamageable). This tutorial shows how to modify your project to allow the Player to deal damage to an Enemy using a melee attack collision.

Implementing IDamageArea on Player and Enemy

Melee attacks increase the complexity of games because they result in entities that can both deal and receive damage. We need both the Player and Enemy to be able to deal damage.

First, mark the Player entity as both IDamageable and IDamageArea.

Repeat the same for the Enemy entity.

Next, we'll add a collision object to the Player for melee attacks. This can be any type of shape, but we'll use an AxisAlignedRectangle for this tutorial. Be sure to give the new shape a name that clearly explains its purpose, such as MeleeCollision.

By default, this new shape is used in all relationships which use the Player's <Entire Object>, which is the default for all collisions. For example, the PlayerVsSolidCollision in GameScreen uses this option, so the newly-created MeleeCollision collides with the map's SolidCollision.

Typically, collision shapes which are added for a special purpose (such as only dealing damage to Enemies) should not be used for all collision relationships. We can fix this by setting the MeleeCollision's IncludeInICollidable to false.

Now the MeleeCollision will only be considered in collision relationships which explicitly select it in the Subcollision dropdown (which we'll do later in this tutorial).

Player vs Enemy CollisionRelationships

Next, we will create collision relationships between players and enemies. Conceptually, we want the following behavior:

  1. When the body of the enemy touches the body of the player, the player should take damage

  2. When the sword of the player touches the body of the enemy, the enemy should take damage

Each entity type can deal damage to each other entity type, and the direction of damage dealing depends on which shapes have collided.

We need to have a collision relationship between players and enemies, so we can add this by drag+dropping the PlayerList onto the EnemyList in GameScreen.

Notice that the newly-created collision relationship has the option for dealing damage checked, and that both the player and enemy will receive damage.

This collision relationship should only deal damage to the player if the player collides with the enemy. This collision relationship should not deal any damage to the enemy.

We will handle the melee collision (Player dealing damage to Enemy) in a different collision relationship that has its Subcollision set to MeleeCollision. Since we want this collision relationship to deal damage one way, we need to handle dealing damage in code. First, uncheck the option to deal damage in the collision relationship, and click the button to add a new event.

By checking the Add Event button, the FRB editor adds an event in GameScreen.Event.cs which we can fill in with our collision logic. To deal damage from the enemy to the player, add the following code:

// Add this using statement so you have access 
// to ShouldTakeDamage and TakeDamage extension methods
using FlatRedBall.Entities;

void OnPlayerVsEnemyCollided (Entities.Player player, Entities.Enemy enemy)
{
    // ShouldTakeDamage checks if
    // * Enemy and Player are on different teams
    // * The player should take damage according to
    //   the last time the player has taken damage 
    //   (for damage over time).
    if(player.ShouldTakeDamage(enemy))
    {
        // Raises all events for damage dealing and ultimately
        // modifies the player's health.
        player.TakeDamage(enemy);

        // Typically when an entity reaches 0 health, it should be destroyed
        if(player.CurrentHealth <= 0)
        {
            player.Destroy();
        }
    }
}

Now the player takes damage when colliding with the enemy.

Note that the player dies very quickly after touching the enemy. This happens because the player takes damage every frame (10 damage), so after about 10 frames (1/6th of a second) the player's health reaches 0.

This is typically not desirable in games, so we can use damage dealing frequency and invulnerability to solve this problem. Specifically, we have two variables which can be used to solve this problem:

  • Enemy SecondsBetweenDamage (how frequently the damage is dealt to the player)

  • Player InvulnerabilityTimeAfterDamage (how frequently the player can receive damage)

While these two may seem similar at first, which you use can have an impact on your game. Most older games (such as Super Mario World, Zelda: Link to the Past, Mega Man X, and Super Metroid) implemented invulnerability after being dealt damage. This means that if the player took damage from any damage source, the player would remain invulnerable for a period of time after the damage was dealt. This approach can give the player a moment to recover after taking damage, and can avoid situations where the player is "sandwiched" between multiple damage sources, resulting in health draining rapidly.

By contrast, some games (such as Mega Man X) do not have invulnerability time on regular (non-boss) enemies, allowing players to mash very quickly to deal large amounts of damage. Keep in mind that invulnerability periods also prevent the use of the damage system for gradual damage, such as poison which deals damage every frame.

For this tutorial we will implement invulnerability time for the Player and Enemy, but your game may ultimately require mixing these approaches. More complicated games may also implement their own damage suppression techniques without using the built-in invulnerability and attack frequency values.

To add invulnerability time to the player, select the Player and change the Invulnerability Time After Damage variable.

Now, the player can only receive damage one time every second. We can see this is the case because the player survives much longer (about 10 seconds) when overlapping the enemy.

Dealing Damage to the Enemy

Now that our Player can take damage, we can deal damage to enemies using a similar approach. At a high level the approach is:

  1. Create a collision relationship for the Player vs Enemy, setting Subcollision to the Player's MeleeCollision

  2. Remove the default (code generated) damage dealing logic on the collision relationship

  3. Add an event

  4. Implement damage dealing in the event

To create another collision relationship for player vs enemy:

  1. Drag + drop PlayerList onto Enemy list in GameScreen again

  2. Set the Player's Subcollision to MeleeCollision so only the MeleeCollision is considered

  3. Uncheck the damage dealing check box

  4. Click the Add Event button

Now we can modify the damage dealing code in GameScreen.Event.cs:

void OnPlayerMeleeCollisionVsEnemyCollided (Entities.Player player, Entities.Enemy enemy)
{
    if(enemy.ShouldTakeDamage(player))
    {
        enemy.TakeDamage(player);

        if(enemy.CurrentHealth <= 0)
        {
            enemy.Destroy();
        }
    }
}

Notice this code is similar to the collision code used to deal damage to the Player.

You may also want to set the Enemy's Invulnerability Time After Damage to some non-zero value. Keep in mind that doing so will affect the invulnerability time of the enemy from all damage. If you worked through this tutorial by continuing work from previous tutorials, then this code will change the behavior of how enemies take damage.

Notice that the invulnerability time is lower for enemies than for players. You can tune this value to get the right feel for your game.

Implementing Player Attacks

As implemented now, the player's melee collision deals damage continually to enemies so long as it continues to collide with the enemy when the enemy's invulnerability time expires. Most games with melee attacks require a button to be pushed to perform the attack. When the button is pushed, the attack is only active for a set amount of time, then the attack goes into cooldown.

We can implement this in code by keeping track of when attacks last occurred. Although this has no impact on collision, we can also change the visibility of the weapon. First we will define some variables in code in Player.cs:

public partial class Player
{
    // Give this some large negative value so logic
    // doesn't consider attacks to happen right when 
    // the entity is created
    double LastTimeAttackStarted = -999;

    // How long the attack can deal damage
    double AttackDamageDuration = .5;

    // How long the player must wait before attacking again after the attack ends
    double AttackCooldown = 1; 
    
    public bool IsAttackActive =>
        TimeManager.CurrentScreenSecondsSince(LastTimeAttackStarted) < AttackDamageDuration;
    
    public bool IsAttackAvailable =>
            TimeManager.CurrentScreenSecondsSince(LastTimeAttackStarted) > AttackCooldown;
    ...

Note that the variables AttackDamageDuration and AttackCooldown are defined in code. In a full game these variables should be defined in the FRB Editor, but we are defining them in code for the sake of brevity.

Next, we can perform attacks and modify the visibility of the melee shape in CustomActivity by adding the following code:

private void CustomActivity()
{
    /// You may still have code here for shooting bullets
    /// ...

    if(InputManager.Keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.LeftShift)
        && IsAttackAvailable)
    {
        LastTimeAttackStarted = TimeManager.CurrentScreenTime;
        
        // Note - you may want to adjust the rectangle depending on direction facing
        // For example, you can handle left vs right like this:
        if (DirectionFacing == TopDownDirection.Right)
        {
            MeleeCollision.RelativeX = 24;
        }
        else if(DirectionFacing == TopDownDirection.Left)
        {
            MeleeCollision.RelativeX = -24;
        }
        // Note that for up and down you may need to adjust the shape of the collision...
    }

    MeleeCollision.Visible = IsAttackActive;
}

Please note the property DirectionFacing and enum TopDownDirection will not be available if you are working in a custom, blank project created without using a platformer wizard. In that case you will need to write your own direction detection logic. As an example, assuming MovementActivity method is called in CustomActivity for every frame update and MovementInput has been instantiated in CustomInitialize in Player.cs, it could look like this:

int MovementSpeed = 300;
HorizontalDirection DirectionFacing;
I2DInput MovementInput;

void MovementActivity()
{
    XVelocity = MovementInput.X * MovementSpeed;
    YVelocity = MovementInput.Y * MovementSpeed;
	
	if (MovementInput.X != 0)
	{
		DirectionFacing = MovementInput.X switch
		{
			> 0 => TopDownDirection.Right,
			_ => TopDownDirection.Left
		};
	}
}

enum HorizontalDirection
{
    Left,
    Right
}

Keep in mind the visibility logic exists only for the sake of visualizing when damage can be dealt - we cannot use visibility to control whether collision occurs because invisible shapes collide just like visible shapes. However, we can use the IsAttackActive property in the collision event in GameScreen.Event.cs for dealing damage to the enemy, as shown in the following modified code:

void OnPlayerMeleeCollisionVsEnemyCollided (Entities.Player player, Entities.Enemy enemy)
{
    // ShouldTakeDamage checks if
    // * Enemy and Player are on different teams
    // * The player should take damage according to
    //   the last time the player has taken damage 
    //   (for damage over time).
    // NEW: We also check IsAttackActive
    if(player.IsAttackActive && enemy.ShouldTakeDamage(player))
    {
        enemy.TakeDamage(player);

        if(enemy.CurrentHealth <= 0)
        {
            enemy.Destroy();
        }
    }
}

Alternative Approach - Using ModifyDamageDealt

By using the IsAttackActive property in the OnPlayerVsEnemyCollided, we could suppress the dealing of damage unless the player is actively attacking. This approach is effective in this simple case, but more complicated games may have multiple types of objects which can receive damage from a player. For example, the game may include destructible obstacles, or it may even support PvP. Therefore, we can use the ModifyDamageDealt event to prevent dealing damage against any type of object unless the attack is happening. We can do this by modifying the Player.cs file as shown in the following code:

private void CustomInitialize()
{
    this.ModifyDamageDealt = HandleModifyDamageDealt;
}

private decimal HandleModifyDamageDealt(decimal unmodifiedDamage, IDamageable damageable)
{
    return IsAttackActive ? unmodifiedDamage : 0;
}

Note that this method can be used to modify damage in other scenarios. For example, you may have different attacks (strong vs weak), or multiple attacks in a combo. You are free to define variables in your Player file to support attacks of any complexity. You can then process these variables in ModifyDamageDealt to vary the damage dealt to enemies.

To properly test this approach in our particular example, you might want to remove the IsAttackActive check from the OnPlayerMeleeCollisionVsEnemyCollided event handler to allow all the attacks through (remember the melee collisions are still happening whether the melee rectangle is visible or not) and add the following line to the beginning of HandleDamageReceived delegate handler in Enemy.cs (prevents false flashing when damage is supressed by the Player's damage modification in HandleModifyDamageDealt):

if (damage <= 0) return;

Adjust the MeleeCollision so that it is positioned outside of the Player entity. You can use to iterate quickly on this.

🎓
Live Edit
Setting a Player as an IDamageable and IDamageArea
Setting an Enemy as an IDamageable and IDamageArea
Adding MeleeCollision to Player
Modifying the MeleeCollision
MeleeCollision blocking player movement
Setting MeleeCollision's IncludeInICollidable to false
Player MeleeCollision being ignored in PlayerVsSolidCollision relationship
Drag+drop to create a collision relationship betwen players and enemies
Default Deal Damage checkbox
Uncheck automatic damage dealing, add an event to the collision relationship
Player taking damage from the enemy and dying (Player.Destroy is called)
Setting the Player's Invulnerability Time After Damage to 1 second
PlayerMeleeCollisionVsEnemy relationship
Setting Enemy Invulnerability Time After Damage
MeleeCollision visibility responding to attack input.