C# Class GPSTD_RM.PlayingScreen

Inheritance: Screen
Show file Open project: dideler/gps-tower-defense

Public Properties

Property Type Description
blank Microsoft.Xna.Framework.Graphics.Texture2D
bomb_icon Microsoft.Xna.Framework.Graphics.Texture2D
health Microsoft.Xna.Framework.Graphics.Texture2D
money Microsoft.Xna.Framework.Graphics.Texture2D
robot1_icon Microsoft.Xna.Framework.Graphics.Texture2D
robot2_icon Microsoft.Xna.Framework.Graphics.Texture2D
robot3_icon Microsoft.Xna.Framework.Graphics.Texture2D
robot4_icon Microsoft.Xna.Framework.Graphics.Texture2D
spawnTexture2D Microsoft.Xna.Framework.Graphics.Texture2D
time_img Microsoft.Xna.Framework.Graphics.Texture2D
trash Microsoft.Xna.Framework.Graphics.Texture2D

Public Methods

Method Description
Draw ( GameTime gameTime ) : void
Load ( GraphicsDevice gDev ) : void

Load all the sprites and their textures from the appropriate files.

PlayingScreen ( Game1 game ) : System
Unload ( ) : void

Set all the sprite values to null. Note: All objects referencing the sprites must be destroyed for this to work!

Update ( GameTime gameTime ) : void
handleInput ( Rectangle finger ) : void

This function processes the input, currently adding items and towers (using the towers class). We will have specific towers so be sure to use the sub classes. The Draw function depends on this function on what item/tower to draw.

Method Details

Draw() public method

public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

Load() public method

Load all the sprites and their textures from the appropriate files.
public Load ( GraphicsDevice gDev ) : void
gDev GraphicsDevice To stream the sprites, the graphics device is needed.
return void

PlayingScreen() public method

public PlayingScreen ( Game1 game ) : System
game Game1
return System

Unload() public method

Set all the sprite values to null. Note: All objects referencing the sprites must be destroyed for this to work!
public Unload ( ) : void
return void

Update() public method

public Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

handleInput() public method

This function processes the input, currently adding items and towers (using the towers class). We will have specific towers so be sure to use the sub classes. The Draw function depends on this function on what item/tower to draw.
public handleInput ( Rectangle finger ) : void
finger Microsoft.Xna.Framework.Rectangle
return void

Property Details

blank public property

public Texture2D,Microsoft.Xna.Framework.Graphics blank
return Microsoft.Xna.Framework.Graphics.Texture2D

bomb_icon public property

public Texture2D,Microsoft.Xna.Framework.Graphics bomb_icon
return Microsoft.Xna.Framework.Graphics.Texture2D

health public property

public Texture2D,Microsoft.Xna.Framework.Graphics health
return Microsoft.Xna.Framework.Graphics.Texture2D

money public property

public Texture2D,Microsoft.Xna.Framework.Graphics money
return Microsoft.Xna.Framework.Graphics.Texture2D

robot1_icon public property

public Texture2D,Microsoft.Xna.Framework.Graphics robot1_icon
return Microsoft.Xna.Framework.Graphics.Texture2D

robot2_icon public property

public Texture2D,Microsoft.Xna.Framework.Graphics robot2_icon
return Microsoft.Xna.Framework.Graphics.Texture2D

robot3_icon public property

public Texture2D,Microsoft.Xna.Framework.Graphics robot3_icon
return Microsoft.Xna.Framework.Graphics.Texture2D

robot4_icon public property

public Texture2D,Microsoft.Xna.Framework.Graphics robot4_icon
return Microsoft.Xna.Framework.Graphics.Texture2D

spawnTexture2D public property

public Texture2D,Microsoft.Xna.Framework.Graphics spawnTexture2D
return Microsoft.Xna.Framework.Graphics.Texture2D

time_img public property

public Texture2D,Microsoft.Xna.Framework.Graphics time_img
return Microsoft.Xna.Framework.Graphics.Texture2D

trash public property

public Texture2D,Microsoft.Xna.Framework.Graphics trash
return Microsoft.Xna.Framework.Graphics.Texture2D