C# Class PrinceGame.Splash

Inheritance: Sprite
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Méthodes publiques

Méthode Description
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Show ( ) : void
Show ( Enumeration priority ) : void
Show ( Enumeration priority, System stoppable ) : void
Show ( bool stoppable ) : void
Splash ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect, bool player ) : System

Constructors a new player.

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

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

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

Show() public méthode

public Show ( ) : void
Résultat void

Show() public méthode

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

Show() public méthode

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

Show() public méthode

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

Splash() public méthode

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

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