C# Class fliXNA_xbox.FlxBasic

Afficher le fichier Open project: konamicode/fliXNA_xbox Class Usage Examples

Méthodes publiques

Свойство Type Description
ID int
active System.Boolean
alive System.Boolean
cameras List
exists System.Boolean
ignoreDrawDebug System.Boolean
position FlxPoint
visible System.Boolean

Méthodes publiques

Méthode Description
FlxBasic ( ) : System
destroy ( ) : void

Override this to null out variables or manually call destroy() on class members. Dont forget to call base.destroy()

draw ( ) : void

Override this to control how object is drawn. Refer to SpriteBatch.Draw() in MSDN documentation

drawDebug ( FlxCamera camera = null ) : void

Debugging, not yet implemented

kill ( ) : void

Killing objects, alive and exists are switched to false

postUpdate ( ) : void

Post-update is called right after update()

preUpdate ( ) : void

Pre-update is called right before update()

revive ( ) : void

Reviving objects, alive and exists are switched to true

toString ( ) : string

Returns the name of this class

update ( ) : void

Override this to update your class's position and appearance. Most of your game rules and behavioral code will go here.

Method Details

FlxBasic() public méthode

public FlxBasic ( ) : System
Résultat System

destroy() public méthode

Override this to null out variables or manually call destroy() on class members. Dont forget to call base.destroy()
public destroy ( ) : void
Résultat void

draw() public méthode

Override this to control how object is drawn. Refer to SpriteBatch.Draw() in MSDN documentation
public draw ( ) : void
Résultat void

drawDebug() public méthode

Debugging, not yet implemented
public drawDebug ( FlxCamera camera = null ) : void
camera FlxCamera
Résultat void

kill() public méthode

Killing objects, alive and exists are switched to false
public kill ( ) : void
Résultat void

postUpdate() public méthode

Post-update is called right after update()
public postUpdate ( ) : void
Résultat void

preUpdate() public méthode

Pre-update is called right before update()
public preUpdate ( ) : void
Résultat void

revive() public méthode

Reviving objects, alive and exists are switched to true
public revive ( ) : void
Résultat void

toString() public méthode

Returns the name of this class
public toString ( ) : string
Résultat string

update() public méthode

Override this to update your class's position and appearance. Most of your game rules and behavioral code will go here.
public update ( ) : void
Résultat void

Property Details

ID public_oe property

IDs seem useful, but don't actually do anything yet
public int ID
Résultat int

active public_oe property

Controls whether update()is automatically called
public Boolean,System active
Résultat System.Boolean

alive public_oe property

Useful state for many game objects - "dead" (!alive) vs alive. kill() and revive() both flip this switch (along with exists, but you can override that.)
public Boolean,System alive
Résultat System.Boolean

cameras public_oe property

public List cameras
Résultat List

exists public_oe property

Controls whether update() and draw() are automatically called
public Boolean,System exists
Résultat System.Boolean

ignoreDrawDebug public_oe property

Setting this to true will prevent objects from appearing when visual debug mode is on. Not yet implemented
public Boolean,System ignoreDrawDebug
Résultat System.Boolean

position public_oe property

Internal position reference, safest if left untouched!
public FlxPoint position
Résultat FlxPoint

visible public_oe property

Controls whether draw() is automatically called
public Boolean,System visible
Résultat System.Boolean