Property | Type | Description | |
---|---|---|---|
CHOMPER_DISTANCE_PENETRATION_L | int | ||
CHOMPER_DISTANCE_PENETRATION_R | int | ||
GROUND | int | ||
HEIGHT | int | ||
MASK_BLOCK | |||
MASK_DOOR | |||
MASK_FLOOR | |||
MASK_POSTS | |||
PERSPECTIVE | int | ||
REALHEIGHT | int | ||
REALWIDTH | int | ||
Size | Vector2 | ||
Texture | Microsoft.Xna.Framework.Graphics.Texture2D | ||
Type | Enumeration.TileType | ||
WIDTH | int | ||
collision | Enumeration.TileCollision | ||
item | Item | ||
nextTileType | Enumeration.TileType | ||
tileAnimation | |||
tileState |
Property | Type | Description | |
---|---|---|---|
room |
Method | Description | |
---|---|---|
HandleCollision ( ) : void | ||
Tile ( ) : System | ||
Tile ( |
||
Update ( |
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 Tile ( |
||
room | ||
Content | Microsoft.Xna.Framework.Content.ContentManager | |
tileType | Enumeration | |
state | Enumeration | |
eitem | Enumeration | |
NextTileType__1 | Enumeration | |
return | System |
public Update ( |
||
gameTime | ||
keyboardState | ||
gamePadState | ||
touchState | TouchCollection | |
accelState | AccelerometerState | |
orientation | DisplayOrientation | |
return | void |
public static int CHOMPER_DISTANCE_PENETRATION_L | ||
return | int |
public static int CHOMPER_DISTANCE_PENETRATION_R | ||
return | int |
public static Rectangle,Microsoft.Xna.Framework MASK_BLOCK | ||
return |
public static Rectangle,Microsoft.Xna.Framework MASK_DOOR | ||
return |
public static Rectangle,Microsoft.Xna.Framework MASK_FLOOR | ||
return |
public static Rectangle,Microsoft.Xna.Framework MASK_POSTS | ||
return |
public Texture2D,Microsoft.Xna.Framework.Graphics Texture | ||
return | Microsoft.Xna.Framework.Graphics.Texture2D |
public Enumeration.TileCollision collision | ||
return | Enumeration.TileCollision |
public Enumeration.TileType nextTileType | ||
return | Enumeration.TileType |
public AnimationSequence,PrinceGame tileAnimation | ||
return |