C# Class PrinceGame.Guard

Inheritance: Sprite
Afficher le fichier Open project: salvadorc17/Prince-Monogame

Méthodes publiques

Méthode Description
Advance ( Position position__1, SpriteEffects flip ) : void
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Engarde ( ) : void
Engarde ( Enumeration priority, System stoppable ) : void
Guard ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System

Constructors a new player.

GuardEngarde ( ) : void
GuardEngarde ( Enumeration priority, System stoppable ) : void
HandleCollisionsNew ( ) : void
Ready ( ) : void
Ready ( Enumeration priority, System stoppable ) : void
Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Stand ( ) : void
Stand ( Enumeration priority ) : void
Stand ( Enumeration priority, System stoppable ) : void
Stand ( bool stoppable ) : void
Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void

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.

Private Methods

Méthode Description
LoadContent ( ) : void

Method Details

Advance() public méthode

public Advance ( Position position__1, SpriteEffects flip ) : void
position__1 Position
flip SpriteEffects
Résultat void

Draw() public méthode

Draws the animated player.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
Résultat void

Engarde() public méthode

public Engarde ( ) : void
Résultat void

Engarde() public méthode

public Engarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Résultat void

Guard() public méthode

Constructors a new player.
public Guard ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System
room RoomNew
position Vector2
GraphicsDevice__1 GraphicsDevice
spriteEffect SpriteEffects
Résultat System

GuardEngarde() public méthode

public GuardEngarde ( ) : void
Résultat void

GuardEngarde() public méthode

public GuardEngarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Résultat void

HandleCollisionsNew() public méthode

public HandleCollisionsNew ( ) : void
Résultat void

Ready() public méthode

public Ready ( ) : void
Résultat void

Ready() public méthode

public Ready ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Résultat void

Reset() public méthode

Resets the player to life.
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void
position Vector2 The position to come to life at.
spriteEffect SpriteEffects
Résultat void

Stand() public méthode

public Stand ( ) : void
Résultat void

Stand() public méthode

public Stand ( Enumeration priority ) : void
priority Enumeration
Résultat void

Stand() public méthode

public Stand ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Résultat void

Stand() public méthode

public Stand ( bool stoppable ) : void
stoppable bool
Résultat void

Update() public méthode

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 Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
gameTime Microsoft.Xna.Framework.GameTime
keyboardState Microsoft.Xna.Framework.Input.KeyboardState
gamePadState Microsoft.Xna.Framework.Input.GamePadState
touchState TouchCollection
accelState AccelerometerState
orientation DisplayOrientation
Résultat void