Property | Type | Description | |
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projectileObjects | List |
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scrollingObjects | List |
Method | Description | |
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CreateBoss ( BossType enemyType, Vector2 position ) : ScrollingShooter.Boss | ||
CreateEnemy ( EnemyType enemyType, Vector2 position ) : Enemy |
Factory method for spawning enemies.
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CreateExplosion ( uint colliderID ) : ScrollingShooter.Explosion |
Factory method for creating an explosion
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CreateExplosion2 ( uint colliderID, float scale ) : ScrollingShooter.Explosion2 |
Factory method for creating an explosion
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CreatePlayerShip ( PlayerShipType PlayerShipType, Vector2 position ) : |
Factory method to create a Player ship
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CreatePowerup ( PowerupType powerupType, Vector2 position ) : ScrollingShooter.Powerup |
Factory method for spawning a projectile
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CreateProjectile ( ProjectileType projectileType, Vector2 position ) : ScrollingShooter.Projectile |
Factory method for spawning a projectile
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CreateProjectile ( ProjectileType projectileType, Vector2 position, Vector2 velocity ) : ScrollingShooter.Projectile |
Factory method for spawning a projectile
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CreateShield ( ShieldType shieldType, Vector2 position, |
Factory method for spawning a shield
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DestroyObject ( uint id ) : ScrollingShooter.GameObject |
Removes the indicated game object from the game
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Draw ( float elapsedTime, |
Draws all game Objects
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GameObjectManager ( Microsoft.Xna.Framework.Content.ContentManager content ) : System |
Constructs a new GameObjectManager instance
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GetObject ( uint id ) : ScrollingShooter.GameObject |
Returns the GameObject instance corresponding to the specified game object id
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QueryRegion ( |
Queries a rectangular region and retuns game object ids for all game objects within that region
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Reset ( |
Clear all of the Queues, lists, and Dictionarys and readd the Player This reloads the level while maintaining the player's score, lives, and powerups.
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Update ( float elapsedTime ) : void |
Updates the GameObjectManager, and all objects in the game
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UpdateGameObject ( uint gameObjectID ) : void |
Updates the position of a GameObject within the axis lists
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Method | Description | |
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AddGameObject ( ScrollingShooter.GameObject gameObject ) : void |
Helper method that adds a GameObject to the GameObjectManager
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InsertBoundIntoAxis ( List |
Inserts a new bound into an axis list. The list is assumed to be sorted, so the method uses binary insertion for speed.
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NextID ( ) : uint |
Helper method that provides the next unique game object ID
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QueueGameObjectForCreation ( ScrollingShooter.GameObject go ) : void |
Helper method for enqueueing our game object for creation at the start of the next update cycle.
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RemoveGameObject ( ScrollingShooter.GameObject gameObject ) : void |
Removes a Game object from the axis
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UpdateAxisLists ( ) : void |
Sorts the axis using insertion sort - provided the list is already nearly sorted, this should happen very quickly
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public CreateBoss ( BossType enemyType, Vector2 position ) : ScrollingShooter.Boss | ||
enemyType | BossType | |
position | Vector2 | |
return | ScrollingShooter.Boss |
public CreateEnemy ( EnemyType enemyType, Vector2 position ) : Enemy | ||
enemyType | EnemyType | The type of enemy to spawn |
position | Vector2 | The location to spawn the enemy |
return | Enemy |
public CreateExplosion ( uint colliderID ) : ScrollingShooter.Explosion | ||
colliderID | uint | The source of the explosion |
return | ScrollingShooter.Explosion |
public CreateExplosion2 ( uint colliderID, float scale ) : ScrollingShooter.Explosion2 | ||
colliderID | uint | The source of the explosion |
scale | float | The scale of the explosion |
return | ScrollingShooter.Explosion2 |
public CreatePlayerShip ( PlayerShipType PlayerShipType, Vector2 position ) : |
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PlayerShipType | PlayerShipType | The type of Player ship to create |
position | Vector2 | The position of the Player ship in the game world |
return |
public CreatePowerup ( PowerupType powerupType, Vector2 position ) : ScrollingShooter.Powerup | ||
powerupType | PowerupType | |
position | Vector2 | The position of the projectile in the game world |
return | ScrollingShooter.Powerup |
public CreateProjectile ( ProjectileType projectileType, Vector2 position ) : ScrollingShooter.Projectile | ||
projectileType | ProjectileType | The type of projectile to create |
position | Vector2 | The position of the projectile in the game world |
return | ScrollingShooter.Projectile |
public CreateProjectile ( ProjectileType projectileType, Vector2 position, Vector2 velocity ) : ScrollingShooter.Projectile | ||
projectileType | ProjectileType | The type of projectile to create |
position | Vector2 | The position of the projectile in the game world |
velocity | Vector2 | |
return | ScrollingShooter.Projectile |
public CreateShield ( ShieldType shieldType, Vector2 position, |
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shieldType | ShieldType | The type of shield to create |
position | Vector2 | Position of the shield in the game world |
PlayerShip | The Player | |
return | ScrollingShooter.Shield |
public DestroyObject ( uint id ) : ScrollingShooter.GameObject | ||
id | uint | The game object's ID |
return | ScrollingShooter.GameObject |
public Draw ( float elapsedTime, |
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elapsedTime | float | |
spriteBatch | ||
return | void |
public GameObjectManager ( Microsoft.Xna.Framework.Content.ContentManager content ) : System | ||
content | Microsoft.Xna.Framework.Content.ContentManager | A ContentManager to use in loading assets |
return | System |
public GetObject ( uint id ) : ScrollingShooter.GameObject | ||
id | uint | The game object's ID |
return | ScrollingShooter.GameObject |
public QueryRegion ( |
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bounds | A bounding rectangle for the region of interest | |
return | uint[] |
public Reset ( |
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player | The player | |
return | void |
public Update ( float elapsedTime ) : void | ||
elapsedTime | float | The time between this and the previous frame |
return | void |
public UpdateGameObject ( uint gameObjectID ) : void | ||
gameObjectID | uint | The ID of the game object to update |
return | void |