C# Class WebGame.Entity

Show file Open project: AdmiralPotato/ggj2013

Public Properties

Property Type Description
Game Game
Sounds List
StarSystem StarSystem

Protected Properties

Property Type Description
parts double>.Dictionary

Private Properties

Property Type Description
ReceiveCommand void
SetupParts void

Public Methods

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

Protected Methods

Method Description
CheckForCollisions ( Vector3 oldPosition ) : void
Destroy ( ) : void
HandleDamage ( int &damage, double orientation ) : void

Private Methods

Method Description
ReceiveCommand ( Ship ship, Command command ) : void
SetupParts ( ) : void

Method Details

ApplyAcceleration() public method

public ApplyAcceleration ( System.TimeSpan elapsed ) : void
elapsed System.TimeSpan
return void

ApplyEnergyForce() public method

public ApplyEnergyForce ( double energy, double orientation ) : void
energy double
orientation double
return void

ApplyForce() public method

Meters Per Second Per Ton Applied in the direction of the Orientation Can be positive or negative
public ApplyForce ( System.TimeSpan elapsed ) : double?
elapsed System.TimeSpan
return double?

ApplyVelocity() public method

public ApplyVelocity ( System.TimeSpan elapsed ) : void
elapsed System.TimeSpan
return void

CheckForCollisions() protected method

protected CheckForCollisions ( Vector3 oldPosition ) : void
oldPosition Vector3
return void

Damage() public method

public Damage ( int damage, double orientation ) : void
damage int
orientation double
return void

DamagePart() public method

public DamagePart ( int damage, string part ) : void
damage int
part string
return void

Destroy() protected method

protected Destroy ( ) : void
return void

Effective() public method

public Effective ( System.TimeSpan minimum, string partName ) : System.TimeSpan
minimum System.TimeSpan
partName string
return System.TimeSpan

Effective() public method

public Effective ( double maximum, string partName ) : double
maximum double
partName string
return double

Entity() public method

public Entity ( double mass, Vector3 position = null, Vector3 velocity = null ) : System
mass double
position Vector3
velocity Vector3
return System

GetRandomWorkingPart() public method

public GetRandomWorkingPart ( ) : string
return string

HandleDamage() protected method

protected HandleDamage ( int &damage, double orientation ) : void
damage int
orientation double
return void

LoseEnergyFrom() public method

public LoseEnergyFrom ( double intendedForce, System.TimeSpan elapsedTime ) : bool
intendedForce double
elapsedTime System.TimeSpan
return bool

PlaySound() public method

public PlaySound ( string name ) : void
name string
return void

SpendRawEnergy() public method

public SpendRawEnergy ( double amountToUse ) : bool
amountToUse double
return bool

Update() public method

public Update ( System.TimeSpan elapsed ) : void
elapsed System.TimeSpan
return void

Property Details

Game public property

public Game Game
return Game

Sounds public property

public List Sounds
return List

StarSystem public property

public StarSystem,WebGame StarSystem
return StarSystem

parts protected property

protected Dictionary parts
return double>.Dictionary