C# Class TuneBlaster_.Engine

The Class that calls everything Defalt Class Authors Hugh Corrigan, Ahmed Warreth, Dermot Kirby
Inheritance: Microsoft.Xna.Framework.Game
Afficher le fichier Open project: kiniry-teaching/UCD Class Usage Examples

Méthodes publiques

Свойство Type Description
Bnote ColouredParticle
Gnote ColouredParticle
Pnote ColouredParticle
Random System.Random
Rnote ColouredParticle
Score int
blast bool
blastTime int
blueblast BlueParticle
blueblast ColouredParticle
explosion ColouredParticle
explosion ExplosionParticleSystem
greenblast ColouredParticle
greenblast GreenParticle
purpleblast ColouredParticle
purpleblast PurpleParticle
redblast ColouredParticle
redblast RedParticle
smoke ColouredParticle
smoke ExplosionSmokeParticleSystem

Méthodes publiques

Méthode Description
Engine ( ) : System
RandomBetween ( float min, float max ) : float

Méthodes protégées

Méthode Description
Draw ( GameTime gameTime ) : void

This is called when the game should draw itself.

Initialize ( ) : void

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

LoadGraphicsContent ( bool loadAllContent ) : void

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.

UnloadGraphicsContent ( bool unloadAllContent ) : void

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.

Update ( GameTime gameTime ) : void

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.

Method Details

Draw() protected méthode

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
Résultat void

Engine() public méthode

public Engine ( ) : System
Résultat System

Initialize() protected méthode

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
protected Initialize ( ) : void
Résultat void

LoadGraphicsContent() protected méthode

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.
protected LoadGraphicsContent ( bool loadAllContent ) : void
loadAllContent bool Which type of content to load.
Résultat void

RandomBetween() public static méthode

public static RandomBetween ( float min, float max ) : float
min float
max float
Résultat float

UnloadGraphicsContent() protected méthode

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.
protected UnloadGraphicsContent ( bool unloadAllContent ) : void
unloadAllContent bool Which type of content to unload.
Résultat void

Update() protected méthode

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.
protected Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
Résultat void

Property Details

Bnote public_oe static_oe property

public static ColouredParticle,TuneBlaster_ Bnote
Résultat ColouredParticle

Gnote public_oe static_oe property

public static ColouredParticle,TuneBlaster_ Gnote
Résultat ColouredParticle

Pnote public_oe static_oe property

public static ColouredParticle,TuneBlaster_ Pnote
Résultat ColouredParticle

Random public_oe static_oe property

public static Random,System Random
Résultat System.Random

Rnote public_oe static_oe property

public static ColouredParticle,TuneBlaster_ Rnote
Résultat ColouredParticle

Score public_oe static_oe property

public static int Score
Résultat int

blast public_oe static_oe property

public static bool blast
Résultat bool

blastTime public_oe static_oe property

public static int blastTime
Résultat int

blueblast public_oe static_oe property

public static BlueParticle,TuneBlaster_ blueblast
Résultat BlueParticle

blueblast public_oe static_oe property

public static ColouredParticle,TuneBlaster_ blueblast
Résultat ColouredParticle

explosion public_oe static_oe property

public static ColouredParticle,TuneBlaster_ explosion
Résultat ColouredParticle

explosion public_oe static_oe property

public static ExplosionParticleSystem,TuneBlaster_ explosion
Résultat ExplosionParticleSystem

greenblast public_oe static_oe property

public static ColouredParticle,TuneBlaster_ greenblast
Résultat ColouredParticle

greenblast public_oe static_oe property

public static GreenParticle,TuneBlaster_ greenblast
Résultat GreenParticle

purpleblast public_oe static_oe property

public static ColouredParticle,TuneBlaster_ purpleblast
Résultat ColouredParticle

purpleblast public_oe static_oe property

public static PurpleParticle,TuneBlaster_ purpleblast
Résultat PurpleParticle

redblast public_oe static_oe property

public static ColouredParticle,TuneBlaster_ redblast
Résultat ColouredParticle

redblast public_oe static_oe property

public static RedParticle,TuneBlaster_ redblast
Résultat RedParticle

smoke public_oe static_oe property

public static ColouredParticle,TuneBlaster_ smoke
Résultat ColouredParticle

smoke public_oe static_oe property

public static ExplosionSmokeParticleSystem,TuneBlaster_ smoke
Résultat ExplosionSmokeParticleSystem