C# Class fliXNA_xbox.FlxBasic

Show file Open project: konamicode/fliXNA_xbox Class Usage Examples

Public Properties

Property Type Description
ID int
active System.Boolean
alive System.Boolean
cameras List
exists System.Boolean
ignoreDrawDebug System.Boolean
position FlxPoint
visible System.Boolean

Public Methods

Method Description
FlxBasic ( ) : System
destroy ( ) : void

Override this to null out variables or manually call destroy() on class members. Dont forget to call base.destroy()

draw ( ) : void

Override this to control how object is drawn. Refer to SpriteBatch.Draw() in MSDN documentation

drawDebug ( FlxCamera camera = null ) : void

Debugging, not yet implemented

kill ( ) : void

Killing objects, alive and exists are switched to false

postUpdate ( ) : void

Post-update is called right after update()

preUpdate ( ) : void

Pre-update is called right before update()

revive ( ) : void

Reviving objects, alive and exists are switched to true

toString ( ) : string

Returns the name of this class

update ( ) : void

Override this to update your class's position and appearance. Most of your game rules and behavioral code will go here.

Method Details

FlxBasic() public method

public FlxBasic ( ) : System
return System

destroy() public method

Override this to null out variables or manually call destroy() on class members. Dont forget to call base.destroy()
public destroy ( ) : void
return void

draw() public method

Override this to control how object is drawn. Refer to SpriteBatch.Draw() in MSDN documentation
public draw ( ) : void
return void

drawDebug() public method

Debugging, not yet implemented
public drawDebug ( FlxCamera camera = null ) : void
camera FlxCamera
return void

kill() public method

Killing objects, alive and exists are switched to false
public kill ( ) : void
return void

postUpdate() public method

Post-update is called right after update()
public postUpdate ( ) : void
return void

preUpdate() public method

Pre-update is called right before update()
public preUpdate ( ) : void
return void

revive() public method

Reviving objects, alive and exists are switched to true
public revive ( ) : void
return void

toString() public method

Returns the name of this class
public toString ( ) : string
return string

update() public method

Override this to update your class's position and appearance. Most of your game rules and behavioral code will go here.
public update ( ) : void
return void

Property Details

ID public property

IDs seem useful, but don't actually do anything yet
public int ID
return int

active public property

Controls whether update()is automatically called
public Boolean,System active
return System.Boolean

alive public property

Useful state for many game objects - "dead" (!alive) vs alive. kill() and revive() both flip this switch (along with exists, but you can override that.)
public Boolean,System alive
return System.Boolean

cameras public property

public List cameras
return List

exists public property

Controls whether update() and draw() are automatically called
public Boolean,System exists
return System.Boolean

ignoreDrawDebug public property

Setting this to true will prevent objects from appearing when visual debug mode is on. Not yet implemented
public Boolean,System ignoreDrawDebug
return System.Boolean

position public property

Internal position reference, safest if left untouched!
public FlxPoint position
return FlxPoint

visible public property

Controls whether draw() is automatically called
public Boolean,System visible
return System.Boolean