Свойство | Type | Description | |
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BOTTOM_LIMIT | int | ||
ExitTile | |||
elements | List |
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heightInLevel | int | ||
map | |||
maze | Maze | ||
roomIndex | int | ||
roomName | string | ||
roomStart | bool | ||
roomType | int | ||
roomX | int | ||
roomY | int | ||
roomZ | int | ||
tilesTemporaney | |||
widthInLevel | int |
Méthode | Description | |
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Dispose ( ) : void |
Unloads the level content.
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Draw ( |
Draw everything in the level from background to foreground.
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DrawMask ( |
Draw everything in the level from background to foreground.
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DrawSprites ( |
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GetBounds ( int x, int y ) : |
Gets the bounding rectangle of a Tile in world space.
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GetCollision ( int x, int y ) : Enumeration.TileCollision |
Gets the collision mode of the Tile at a particular location. This method handles tiles outside of the levels boundries by making it impossible to escape past the left or right edges, but allowing things to jump beyond the top of the level and fall off the bottom.
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GetExit ( int x, int y ) : |
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GetTile ( Vector2 playerPosition ) : |
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GetTile ( int x, int y ) : |
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GetTiles ( Enumeration tileType ) : List |
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GetType ( int x, int y ) : Enumeration.TileType | ||
LooseShake ( ) : void | ||
RoomNew ( Maze maze, string filePath, int roomIndex, int roomType ) : System | ||
SpritesInRoom ( ) : List |
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StartNewLife ( GraphicsDevice graphicsDevice ) : void |
Restores the player to the starting point to try the level again.
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SubsTile ( Vector2 coordinate, Enumeration tileType ) : void | ||
SubsTileState ( Vector2 position, Enumeration state ) : void | ||
Update ( |
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getBoundTiles ( |
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getCenterTile ( |
Méthode | Description | |
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DrawTilesBlocks ( |
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DrawTilesBlocks2 ( |
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DrawTilesDown ( |
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DrawTilesInverseNew ( |
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DrawTilesLeft ( |
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DrawTilesMask ( |
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DrawTilesUp ( |
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LoadTile ( Enumeration tiletype ) : |
Creates a new Tile. The other Tile loading methods typically chain to this method after performing their special logic.
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LoadTile ( Enumeration tiletype, Enumeration state, int switchButton, Enumeration item, Enumeration nextTileType, float timeOpen ) : |
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LoadTiles ( ) : void | ||
UpdateItems ( |
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UpdateSprites ( |
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UpdateTiles ( |
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UpdateTilesLeft ( |
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UpdateTilesTemporaney ( |
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UpdateTilesUp ( |
public Draw ( |
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gameTime | ||
spriteBatch | ||
Résultat | void |
public DrawMask ( |
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gameTime | ||
spriteBatch | ||
Résultat | void |
public DrawSprites ( |
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gameTime | ||
spriteBatch | ||
Résultat | void |
public GetBounds ( int x, int y ) : |
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x | int | |
y | int | |
Résultat |
public GetCollision ( int x, int y ) : Enumeration.TileCollision | ||
x | int | |
y | int | |
Résultat | Enumeration.TileCollision |
public GetTile ( Vector2 playerPosition ) : |
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playerPosition | Vector2 | |
Résultat |
public GetTiles ( Enumeration tileType ) : List |
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tileType | Enumeration | |
Résultat | List |
public GetType ( int x, int y ) : Enumeration.TileType | ||
x | int | |
y | int | |
Résultat | Enumeration.TileType |
public RoomNew ( Maze maze, string filePath, int roomIndex, int roomType ) : System | ||
maze | Maze | |
filePath | string | |
roomIndex | int | |
roomType | int | |
Résultat | System |
public StartNewLife ( GraphicsDevice graphicsDevice ) : void | ||
graphicsDevice | GraphicsDevice | |
Résultat | void |
public SubsTile ( Vector2 coordinate, Enumeration tileType ) : void | ||
coordinate | Vector2 | |
tileType | Enumeration | |
Résultat | void |
public SubsTileState ( Vector2 position, Enumeration state ) : void | ||
position | Vector2 | |
state | Enumeration | |
Résultat | void |
public Update ( |
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gameTime | ||
keyboardState | ||
gamePadState | ||
touchState | TouchCollection | |
accelState | AccelerometerState | |
orientation | DisplayOrientation | |
Résultat | void |
public getBoundTiles ( |
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playerBounds | ||
Résultat | Vector4 |
public getCenterTile ( |
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playerBounds | ||
Résultat | Vector2 |
public ArrayList,System.Collections tilesTemporaney | ||
Résultat |