C# Class PrinceGame.Skeleton

Inheritance: Sprite
Show file Open project: salvadorc17/Prince-Monogame Class Usage Examples

Public Methods

Method Description
Advance ( Position position__1, SpriteEffects flip ) : void
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Engarde ( ) : void
Engarde ( Enumeration priority, System stoppable ) : void
HandleCollisionsNew ( ) : void
Ready ( ) : void
Ready ( Enumeration priority, System stoppable ) : void
Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System

Constructors a new player.

SkeletonEngarde ( ) : void
SkeletonEngarde ( Enumeration priority, System stoppable ) : void
Stand ( ) : void
Stand ( Enumeration priority ) : void
Stand ( Enumeration priority, System stoppable ) : void
Stand ( bool stoppable ) : void
Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void

Handles input, performs physics, and animates the player sprite.

We pass in all of the input states so that our game is only polling the hardware once per frame. We also pass the game's orientation because when using the accelerometer, we need to reverse our motion when the orientation is in the LandscapeRight orientation.

Private Methods

Method Description
LoadContent ( ) : void

Method Details

Advance() public method

public Advance ( Position position__1, SpriteEffects flip ) : void
position__1 Position
flip SpriteEffects
return void

Draw() public method

Draws the animated player.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
return void

Engarde() public method

public Engarde ( ) : void
return void

Engarde() public method

public Engarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

HandleCollisionsNew() public method

public HandleCollisionsNew ( ) : void
return void

Ready() public method

public Ready ( ) : void
return void

Ready() public method

public Ready ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Reset() public method

Resets the player to life.
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void
position Vector2 The position to come to life at.
spriteEffect SpriteEffects
return void

Skeleton() public method

Constructors a new player.
public Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System
room RoomNew
position Vector2
GraphicsDevice__1 GraphicsDevice
spriteEffect SpriteEffects
return System

SkeletonEngarde() public method

public SkeletonEngarde ( ) : void
return void

SkeletonEngarde() public method

public SkeletonEngarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Stand() public method

public Stand ( ) : void
return void

Stand() public method

public Stand ( Enumeration priority ) : void
priority Enumeration
return void

Stand() public method

public Stand ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Stand() public method

public Stand ( bool stoppable ) : void
stoppable bool
return void

Update() public method

Handles input, performs physics, and animates the player sprite.
We pass in all of the input states so that our game is only polling the hardware once per frame. We also pass the game's orientation because when using the accelerometer, we need to reverse our motion when the orientation is in the LandscapeRight orientation.
public Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
gameTime Microsoft.Xna.Framework.GameTime
keyboardState Microsoft.Xna.Framework.Input.KeyboardState
gamePadState Microsoft.Xna.Framework.Input.GamePadState
touchState TouchCollection
accelState AccelerometerState
orientation DisplayOrientation
return void