XNAExtras build 0916 release
This release includes a bunch of small enhancements and bug fixes. The only major class addition is XSpriteGroup, which allows you to manipulate a group of sprites as a single unit.
From the release notes:
(XML Schema) Added XML schema definition (XSD) files for bitmap and texture files
(BMFontGen) Fixed bug where custom glyphs couldn't replace chars that didn't exist in font
(BitmapFont) Added Dispose method
(BitmapFont) Fixed TextBox to format the string only once
(BitmapFont) Allow fonts to be loaded from embedded resources
(BitmapFont/XSpriteManager) Changed GetXMLAttribute to not throw exceptions
(XSpriteManager) Changed sprites to sort by order of creation when at the same depth
(XSpriteBase) Added Visible property
(XSprite) Added SetTexture method
(XSprite) Expose sprite alpha value directly
(TexturePool) Fixed bug in AddTexture(string,Color) where the texture wasn't being created if the GraphicsDevice already existed
Thanks to everyone (and especially to David Zakar (DMZ), redwyre and Martin Szinger) who took the time to send comments, bug reports and feature requests.
[Update: Oops! Björn points out that I forgot the link to the updated version. The link to the latest version is here.]
Comments
Anonymous
September 16, 2006
For the other lazy people here's the hidden link to the download location: http://blogs.msdn.com/garykac/articles/749188.aspx :] [Yikes! I can't believe that I forgot the link. Thanks for pointing that out. -GaryKac]Anonymous
September 16, 2006
Hi!
Nice work, thank you very much.
Btw, I would like to see some kind of rotation for the XSprite.
Maybe just by Setting XSprite.Rotation = 0.3f; or so... would be nice.
Thanks,
keep up the good work [I'm glad that you mention that because I just made the decision (while lying awake in bed last night) to expose that functionality. While it seems like a no-brainer to expose it, I wanted to expose it at the XSpriteBase level, which means that Borders, TextBoxes and XSpriteGroups would need to support rotation - not an easy task. But exposing it at the XSprite level (and worrying about rotating more complex objects later) is clearly the right thing to do at the moment. -GaryKac]Anonymous
September 17, 2006
The comment has been removedAnonymous
September 26, 2006
I was playing around with your CollisionDemo tonight, using it as an example to try to solve some other problems I was having and I set "this.IsFixedTimeStep = false;".
This causes the circles to start behaving erratically and eventually "escape" from their bounding boxes.
Thought you would want to know,
- Stephen [Interesting. I'll have to take a look into this. Thanks for the note. -GaryKac]