Struct SpriteRef
- Namespace
- GB
- Assembly
- GBSharp.Framework.dll
A reference to one hardware sprite by index.
public struct SpriteRef
- Inherited Members
Remarks
This struct holds no state. Each property reads or writes OAM directly for the sprite it names, so assigning X and Y separately costs two OAM writes where Move(byte, byte, byte) costs one.
Properties
BehindBackground
Draws this sprite behind background colours 1-3.
public bool BehindBackground { readonly get; set; }
Property Value
Flags
All of this sprite's attribute bits.
public SpriteFlags Flags { readonly get; set; }
Property Value
FlipX
Mirrors this sprite horizontally.
public bool FlipX { readonly get; set; }
Property Value
FlipY
Mirrors this sprite vertically.
public bool FlipY { readonly get; set; }
Property Value
Palette
Which of the eight Game Boy Color sprite palettes this sprite uses.
public byte Palette { readonly get; set; }
Property Value
Remarks
Game Boy Color only. On an original Game Boy the choice is between two palettes and is made with UseSecondPalette, a different bit, which is why these are two properties rather than one that would mean something different on each machine.
Tile
The tile this sprite draws.
public byte Tile { readonly get; set; }
Property Value
UseSecondPalette
Original Game Boy: use sprite palette 1 rather than 0.
public bool UseSecondPalette { readonly get; set; }
Property Value
Remarks
See Palette for the Game Boy Color equivalent.
X
Screen X plus 8. A sprite at X = 0 is fully off the left edge.
public byte X { readonly get; set; }
Property Value
Y
Screen Y plus 16. A sprite at Y = 0 is fully off the top edge.
public byte Y { readonly get; set; }