Property | Type | Description | |
---|---|---|---|
Game | Game | ||
Sounds | List |
||
StarSystem |
Property | Type | Description | |
---|---|---|---|
parts | double>.Dictionary |
Property | Type | Description | |
---|---|---|---|
ReceiveCommand | void | ||
SetupParts | void |
Method | Description | |
---|---|---|
ApplyAcceleration ( System.TimeSpan elapsed ) : void | ||
ApplyEnergyForce ( double energy, double orientation ) : void | ||
ApplyForce ( System.TimeSpan elapsed ) : double? |
Meters Per Second Per Ton Applied in the direction of the Orientation Can be positive or negative
|
|
ApplyVelocity ( System.TimeSpan elapsed ) : void | ||
Damage ( int damage, double orientation ) : void | ||
DamagePart ( int damage, string part ) : void | ||
Effective ( System.TimeSpan minimum, string partName ) : System.TimeSpan | ||
Effective ( double maximum, string partName ) : double | ||
Entity ( double mass, Vector3 position = null, Vector3 velocity = null ) : System | ||
GetRandomWorkingPart ( ) : string | ||
LoseEnergyFrom ( double intendedForce, System.TimeSpan elapsedTime ) : bool | ||
PlaySound ( string name ) : void | ||
SpendRawEnergy ( double amountToUse ) : bool | ||
Update ( System.TimeSpan elapsed ) : void |
Method | Description | |
---|---|---|
CheckForCollisions ( Vector3 oldPosition ) : void | ||
Destroy ( ) : void | ||
HandleDamage ( int &damage, double orientation ) : void |
Method | Description | |
---|---|---|
ReceiveCommand ( |
||
SetupParts ( ) : void |
public ApplyAcceleration ( System.TimeSpan elapsed ) : void | ||
elapsed | System.TimeSpan | |
return | void |
public ApplyEnergyForce ( double energy, double orientation ) : void | ||
energy | double | |
orientation | double | |
return | void |
public ApplyForce ( System.TimeSpan elapsed ) : double? | ||
elapsed | System.TimeSpan | |
return | double? |
public ApplyVelocity ( System.TimeSpan elapsed ) : void | ||
elapsed | System.TimeSpan | |
return | void |
protected CheckForCollisions ( Vector3 oldPosition ) : void | ||
oldPosition | Vector3 | |
return | void |
public Damage ( int damage, double orientation ) : void | ||
damage | int | |
orientation | double | |
return | void |
public DamagePart ( int damage, string part ) : void | ||
damage | int | |
part | string | |
return | void |
public Effective ( System.TimeSpan minimum, string partName ) : System.TimeSpan | ||
minimum | System.TimeSpan | |
partName | string | |
return | System.TimeSpan |
public Effective ( double maximum, string partName ) : double | ||
maximum | double | |
partName | string | |
return | double |
public Entity ( double mass, Vector3 position = null, Vector3 velocity = null ) : System | ||
mass | double | |
position | Vector3 | |
velocity | Vector3 | |
return | System |
protected HandleDamage ( int &damage, double orientation ) : void | ||
damage | int | |
orientation | double | |
return | void |
public LoseEnergyFrom ( double intendedForce, System.TimeSpan elapsedTime ) : bool | ||
intendedForce | double | |
elapsedTime | System.TimeSpan | |
return | bool |
public SpendRawEnergy ( double amountToUse ) : bool | ||
amountToUse | double | |
return | bool |
public Update ( System.TimeSpan elapsed ) : void | ||
elapsed | System.TimeSpan | |
return | void |