C# Class TuneBlaster_.Engine

The Class that calls everything Defalt Class Authors Hugh Corrigan, Ahmed Warreth, Dermot Kirby
Inheritance: Microsoft.Xna.Framework.Game
Show file Open project: kiniry-teaching/UCD Class Usage Examples

Public Properties

Property Type Description
Bnote ColouredParticle
Gnote ColouredParticle
Pnote ColouredParticle
Random System.Random
Rnote ColouredParticle
Score int
blast bool
blastTime int
blueblast BlueParticle
blueblast ColouredParticle
explosion ColouredParticle
explosion ExplosionParticleSystem
greenblast ColouredParticle
greenblast GreenParticle
purpleblast ColouredParticle
purpleblast PurpleParticle
redblast ColouredParticle
redblast RedParticle
smoke ColouredParticle
smoke ExplosionSmokeParticleSystem

Public Methods

Method Description
Engine ( ) : System
RandomBetween ( float min, float max ) : float

Protected Methods

Method Description
Draw ( GameTime gameTime ) : void

This is called when the game should draw itself.

Initialize ( ) : void

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

LoadGraphicsContent ( bool loadAllContent ) : void

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.

UnloadGraphicsContent ( bool unloadAllContent ) : void

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.

Update ( GameTime gameTime ) : void

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.

Method Details

Draw() protected method

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
return void

Engine() public method

public Engine ( ) : System
return System

Initialize() protected method

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
protected Initialize ( ) : void
return void

LoadGraphicsContent() protected method

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.
protected LoadGraphicsContent ( bool loadAllContent ) : void
loadAllContent bool Which type of content to load.
return void

RandomBetween() public static method

public static RandomBetween ( float min, float max ) : float
min float
max float
return float

UnloadGraphicsContent() protected method

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.
protected UnloadGraphicsContent ( bool unloadAllContent ) : void
unloadAllContent bool Which type of content to unload.
return void

Update() protected method

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.
protected Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
return void

Property Details

Bnote public static property

public static ColouredParticle,TuneBlaster_ Bnote
return ColouredParticle

Gnote public static property

public static ColouredParticle,TuneBlaster_ Gnote
return ColouredParticle

Pnote public static property

public static ColouredParticle,TuneBlaster_ Pnote
return ColouredParticle

Random public static property

public static Random,System Random
return System.Random

Rnote public static property

public static ColouredParticle,TuneBlaster_ Rnote
return ColouredParticle

Score public static property

public static int Score
return int

blast public static property

public static bool blast
return bool

blastTime public static property

public static int blastTime
return int

blueblast public static property

public static BlueParticle,TuneBlaster_ blueblast
return BlueParticle

blueblast public static property

public static ColouredParticle,TuneBlaster_ blueblast
return ColouredParticle

explosion public static property

public static ColouredParticle,TuneBlaster_ explosion
return ColouredParticle

explosion public static property

public static ExplosionParticleSystem,TuneBlaster_ explosion
return ExplosionParticleSystem

greenblast public static property

public static ColouredParticle,TuneBlaster_ greenblast
return ColouredParticle

greenblast public static property

public static GreenParticle,TuneBlaster_ greenblast
return GreenParticle

purpleblast public static property

public static ColouredParticle,TuneBlaster_ purpleblast
return ColouredParticle

purpleblast public static property

public static PurpleParticle,TuneBlaster_ purpleblast
return PurpleParticle

redblast public static property

public static ColouredParticle,TuneBlaster_ redblast
return ColouredParticle

redblast public static property

public static RedParticle,TuneBlaster_ redblast
return RedParticle

smoke public static property

public static ColouredParticle,TuneBlaster_ smoke
return ColouredParticle

smoke public static property

public static ExplosionSmokeParticleSystem,TuneBlaster_ smoke
return ExplosionSmokeParticleSystem