SpriteRuntime

Introduction

The SpriteRuntime object can be used to draw a Texture2D to screen. It supports drawing the entire texture or a portion. It also provides the ability to scale according to the source texture size and aspect ratio.

Code Example

The following code can be used to instantiate a Sprite which uses a Texture (png file) named BearTexture.png.

NOTE: The BeatTexture.png file must have the Copy to Output Directory set to either Copy always or Copy if newer. Otherwise you will get an error: System.IO.IOException 'Could not get the stream for the file C:\path\to\file\BearTexture.png'

var sprite = new SpriteRuntime();
sprite.SourceFileName = "BearTexture.png";
container.Children.Add(sprite);
BearTexture.png displayed by a SpriteRuntime

SpriteRuntime Texture

A SpriteRuntime's texture can be assigned using the name of the file or a direct Texture2D reference.

Assigning SourceFileName

The SourceFileName property is used to assign the SpriteRuntime's texture using a file name. The name of the file should (by default) be relative to the Content folder. For example, consider the following line:

sprite.SourceFileName = "BearTexture.png";

This code assumes that the file is relative to the project's Content folder, as shown in the following screenshot:

BearTexture.png in the Content folder

For more information on working with files at runtime, see the File Loading page.

Assigning Texture

If your game manages its own textures, you can assign a Texture on the SpriteRuntime through its Texture property as shown in the following code.

// This code assumes that MyTexture is a valid Texture2D
sprite.Texture = MyTexture;

Note that assigning the SourceFileName property results in the Texture property referencing a texture if a valid texture is found.

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