The Sprite class provides support for movable image objects. In the designer you can use the context menu on sprites for: Add Keyframe, Start Sprite, Show Path and Collision Event.
For a list of all members of this type, see Sprite Members.
System.Object
   MarshalByRefObject
      Component
         Sprite
Public static (Shared in Visual Basic) members of this type are safe for multithreaded operations. Instance members are not guaranteed to be thread-safe.
Sprite images can be of any common graphic type like: *.bmp, *.gif, *.jpg, *.ico, ... Sprites can also be Text Sprites. You can use any available font. Sprites can change there size, position, opacity, rotation or Z order. Borders can also be drawn. Sprites can trigger events like: ClickMouseUp, MouseDown, NextFrame or Collision between Sprites. A Sprite can own a Timeline, where all Sprite properties are interpolated over Time between different Key Frames. If a Timeline is instantiated and the Sprite is started, the properties responsible for the appearance of the Sprite, will be overridden by the Timeline.
You construct a sprite by adding a new sprite in the designer to the SpritePanel.SpriteCollection of a SpritePanel, or you call the constructor and add it to the SpritePanel. Sprites are allways members of a SpriteCollection in a SpritePanel.
In the designer you can use the context menu on sprites for: Add Keyframe, Start Sprite, Show Path and Collision Event.
If you set properties in KeyFrame, the actual Sprite properties corresponding to the KeyFrame properties will be overriden.
Namespace: AnimationStudio
Assembly: AnimationStudio (in AnimationStudio.dll)
Sprite Members | AnimationStudio Namespace | Timeline | KeyFrame | AnimationStudio | AutoCalc | CalcFrames