What problem does it solve?
Provide a structured, reusable system for defining and playing sprite animations in FlatRedBall2 using AnimationChain and AnimationChainList, including per-frame offsets and collision shapes.
Core Features & Use Cases
- Define named animation chains via AnimationChain and AnimationChainList that drive sprite frames without per-frame game logic.
- Load and play Aseprite/.ase assets and .achx metadata to produce consistent visuals across tools.
- Support per-frame offsets, looping and non-looping playback, AnimationFinished events, and per-frame collision shapes (hitboxes/hurtboxes) for dynamic combat and interactions.
- Hot-reload and dynamic updates with AnimationChainList.TryReloadFrom(path, content) to apply content changes at runtime.
Quick Start
Create an AnimationChainList with frames, assign it to the sprite's AnimationChains, and call PlayAnimation with the desired chain name.