FlatRedBall engine Spriter integration. This is a Glue plugin designed to make it ridiculously simple to load and use animations created with the Spriter tool in a FlatRedBall game.
The situation might arise where someone using a SpriterObject wants to manipulate a piece of the animation (e.g. to point an arm toward a target on screen). Since the animation just happily plays as directed, there is no way to do this.
A simple Dictionary<SpriterObject, KeyFrameValues> OverrideTweenValues property should suffice. These values make more sense being absolute, though, since the caller wants to think in terms of screen & world coordinates rather than relative to an arm's parent, for instance.
Currently, spriter allows multiple entities to be added to a project, but this library only looks at the first entity by default.
The spriter plugin will have to tell Glue about the possible entities, and there should be a default (whole file) selection, which might end up just being the first entity still. Though, it might make more sense to only allow entity selection and not the entire file, and just have the first entity be the default selection in Glue.
Tester Project: http://1drv.ms/1fMZpXL
When you launch the game and click the button it moves from one screen to another. During the cleanup process the Spriter Objects don't clean up and stay in the SpriteManager Lists. You can remove one of the instances and replace them with Boom(old entity), Coconut(old entity), or testEntity(new entity).
The code for adding to managers simply adds Sprites/Shapes to the managers without looking at the current Layer for the object. I sent an email with the exact code.