C# Class FarseerPhysics.ScreenSystem.GameScreen

A screen is a single layer that has update and draw logic, and which can be combined with other layers to build up a complex menu system. For instance the main menu, the options menu, the "are you sure you want to quit" message box, and the main game itself are all implemented as screens.
Inheritance: IDisposable
Mostra file Open project: tinco/Farseer-Physics Class Usage Examples

Public Properties

Property Type Description
FirstRun bool

Public Methods

Method Description
Dispose ( ) : void
Draw ( GameTime gameTime ) : void

This is called when the screen should draw itself.

ExitScreen ( ) : void

Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which instantly kills the screen, this method respects the transition timings and will give the screen a chance to gradually transition off.

HandleInput ( FarseerPhysics.ScreenSystem.InputState input ) : void

Allows the screen to handle user input. Unlike Update, this method is only called when the screen is active, and not when some other screen has taken the focus.

Initialize ( ) : void
LoadContent ( ) : void

Load graphics content for the screen.

UnloadContent ( ) : void

Unload content for the screen.

Update ( GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen ) : void

Allows the screen to run logic, such as updating the transition position. Unlike HandleInput, this method is called regardless of whether the screen is active, hidden, or in the middle of a transition.

Protected Methods

Method Description
GameScreen ( ) : System

Private Methods

Method Description
MouseDown ( Vector2 p ) : void
MouseMove ( Vector2 p ) : void
MouseUp ( ) : void
UpdateTransition ( GameTime gameTime, System.TimeSpan time, int direction ) : bool

Helper for updating the screen transition position.

Method Details

Dispose() public method

public Dispose ( ) : void
return void

Draw() public method

This is called when the screen should draw itself.
public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

ExitScreen() public method

Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which instantly kills the screen, this method respects the transition timings and will give the screen a chance to gradually transition off.
public ExitScreen ( ) : void
return void

GameScreen() protected method

protected GameScreen ( ) : System
return System

HandleInput() public method

Allows the screen to handle user input. Unlike Update, this method is only called when the screen is active, and not when some other screen has taken the focus.
public HandleInput ( FarseerPhysics.ScreenSystem.InputState input ) : void
input FarseerPhysics.ScreenSystem.InputState
return void

Initialize() public method

public Initialize ( ) : void
return void

LoadContent() public method

Load graphics content for the screen.
public LoadContent ( ) : void
return void

UnloadContent() public method

Unload content for the screen.
public UnloadContent ( ) : void
return void

Update() public method

Allows the screen to run logic, such as updating the transition position. Unlike HandleInput, this method is called regardless of whether the screen is active, hidden, or in the middle of a transition.
public Update ( GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen ) : void
gameTime Microsoft.Xna.Framework.GameTime
otherScreenHasFocus bool
coveredByOtherScreen bool
return void

Property Details

FirstRun public_oe property

public bool FirstRun
return bool