A frame useful to create in-game UI elements like buttons or windows. For more information about the frame skin-graphic see help-file. A frame is automatically added to the graphics-system and rendered every frame until it gets disposed.
- The viewport.
Disposes the frame and frees resources. After that the frame is no longer rendered. The associated skin-bitmap is not disposed.
Draws the frame. Shouldn't be called manually.
Initializes the graphic object.
Updates the frame.
The anchor point. For example: An anchor-point with 0,0 rotates the object around its top-left corner but with an 0.5, 0.5 anchor-point the object rotates around its center. An anchor-point of 1,1 rotates the object around its lower-right corner. It has not effect on the object's positioning. For positioning, take a look at positionAnchor property.
The color. Can be used for flashing-effects, etc.
The corner-size of the frame. Default is 16. (16x16)
Indicates if the object is disposed. A disposed object is not rendered.
The effect settings for different kind of visual effect like wobble, etc.
The frame's height.
The unique identifier of the graphic object.
The current index in the global rendering list. This property is read-only and automatically calculated at runtime depending on z-property.
Fired if the graphic object's current index in the global rendering list was changed.
The frame's opacity goes from 0 to 255. For example: A value of 0 means fully transparent, 255 means fully opaque and 128 means semi-transparent.
The x-coordinate of the origin.
The y-coordinate of the origin.
The position anchor point. For example: An anchor-point with 0,0 places the object with its top-left corner at its position but with an 0.5, 0.5 anchor-point the object will be placed with its center. An anchor-point of 1,1 will place the object with its lower-right corner. It has not effect on the object's rotation/zoom anchor. For that, take a look at anchor property.
The source-rectangle. Only that area of the skin is used to construct the frame.
The thickness of the frame. Default is 16.
The frame's color tone.
The transformation matrix of the graphic object.
Indicates if the object is rendered.
The frame's width.
The x-coordinate of the frame's position.
The y-coordinate of the frame's position.
The z-index controls rendering-order/image-overlapping. An object with a smaller z-index is rendered before an object with a larger index. For example: To make sure a graphic object is always on top of the screen, it should have the largest z-index of all graphic objects.
The zoom on x-axis.
The zoom on y-axis.