C# (CSharp) MegaMan.Engine Namespace

Nested Namespaces

MegaMan.Engine.Entities
MegaMan.Engine.Forms
MegaMan.Engine.Properties
MegaMan.Engine.Rendering
MegaMan.Engine.StateMachine
MegaMan.Engine.Tests

Classes

Name Description
Binding
BlocksPattern Controls a sequence of disappearing blocks on the screen
BlocksPattern.BlockInfo
BossDoorHandler
CollisionComponent
CollisionComponent.Collision
Const
CustomNtscForm
DamageMessage
EffectParser
Engine This engine class controls the low level behaviors. Its main job is keeping a "heartbeat" at a constant framerate. Basically, it's the main loop for the game - logic, then draw, repeat. It also holds the device context that things will draw with, and has some basic drawing control functions.
Engine.DeviceEventArgs
FontSystem
FontSystem.ImageFont
Game
GameInputEventArgs
GameInputKeys This class translates keyboard input keys into game input keys. Note that it still holds Keys enum values, not GameInput values. The keys are public so they can be changed by the config. It's kind of like an enum, but more useful.
GameRenderEventArgs These args are sent with drawing events so that things can draw on them. Pretty straightforward.
GameRunException
GameTickEventArgs So far, nothing uses this for the elapsed time. But it may be useful at some point. Maybe sound syncing?
HandlerFill
HandlerMeter
HandlerSprite
HandlerText
HealMessage
HealthBinding
HealthMeter
HitBox
HitBoxMessage
Injector
InputComponent
InventoryBinding
JoinHandler
Keyboard
LadderComponent
Log
MSG
MainForm
MapSquare
MovementComponent
Music
NsfEffect
Palette
PaletteSystem
Player
PositionComponent
Program
Scene
ScreenFactory
ScreenLayer
ScreenSizeChangedEventArgs
SoundComponent
SoundMessage
SoundSystem
StageFactory
StageHandler
StateComponent
StateComponent.State
StateComponent.Trigger
StateMessage
TimerComponent
VarsComponent
WavEffect
WeaponComponent
WeaponComponent.WeaponInfo