C# 클래스 PrinceGame.RoomNew

파일 보기 프로젝트 열기: salvadorc17/Prince-Monogame 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
BOTTOM_LIMIT int
ExitTile Exit
elements List
heightInLevel int
map Map
maze Maze
roomIndex int
roomName string
roomStart bool
roomType int
roomX int
roomY int
roomZ int
tilesTemporaney System.Collections.ArrayList
widthInLevel int

공개 메소드들

메소드 설명
Dispose ( ) : void

Unloads the level content.

Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draw everything in the level from background to foreground.

DrawMask ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draw everything in the level from background to foreground.

DrawSprites ( GameTime gameTime, SpriteBatch spriteBatch ) : void
GetBounds ( int x, int y ) : Rectangle

Gets the bounding rectangle of a Tile in world space.

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.

GetExit ( int x, int y ) : Exit
GetTile ( Vector2 playerPosition ) : Tile
GetTile ( int x, int y ) : Tile
GetTiles ( Enumeration tileType ) : List
GetType ( int x, int y ) : Enumeration.TileType
LooseShake ( ) : void
RoomNew ( Maze maze, string filePath, int roomIndex, int roomType ) : System
SpritesInRoom ( ) : List
StartNewLife ( GraphicsDevice graphicsDevice ) : void

Restores the player to the starting point to try the level again.

SubsTile ( Vector2 coordinate, Enumeration tileType ) : void
SubsTileState ( Vector2 position, Enumeration state ) : void
Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
getBoundTiles ( Rectangle playerBounds ) : Vector4
getCenterTile ( Rectangle playerBounds ) : Vector2

비공개 메소드들

메소드 설명
DrawTilesBlocks ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesBlocks2 ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesDown ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesInverseNew ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesLeft ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesMask ( GameTime gametime, SpriteBatch spriteBatch ) : void
DrawTilesUp ( GameTime gametime, SpriteBatch spriteBatch ) : void
LoadTile ( Enumeration tiletype ) : Tile

Creates a new Tile. The other Tile loading methods typically chain to this method after performing their special logic.

LoadTile ( Enumeration tiletype, Enumeration state, int switchButton, Enumeration item, Enumeration nextTileType, float timeOpen ) : Tile
LoadTiles ( ) : void
UpdateItems ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
UpdateSprites ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
UpdateTiles ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
UpdateTilesLeft ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
UpdateTilesTemporaney ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
UpdateTilesUp ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void

메소드 상세

Dispose() 공개 메소드

Unloads the level content.
public Dispose ( ) : void
리턴 void

Draw() 공개 메소드

Draw everything in the level from background to foreground.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

DrawMask() 공개 메소드

Draw everything in the level from background to foreground.
public DrawMask ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

DrawSprites() 공개 메소드

public DrawSprites ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

GetBounds() 공개 메소드

Gets the bounding rectangle of a Tile in world space.
public GetBounds ( int x, int y ) : Rectangle
x int
y int
리턴 Microsoft.Xna.Framework.Rectangle

GetCollision() 공개 메소드

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.
public GetCollision ( int x, int y ) : Enumeration.TileCollision
x int
y int
리턴 Enumeration.TileCollision

GetExit() 공개 메소드

public GetExit ( int x, int y ) : Exit
x int
y int
리턴 Exit

GetTile() 공개 메소드

public GetTile ( Vector2 playerPosition ) : Tile
playerPosition Vector2
리턴 Tile

GetTile() 공개 메소드

public GetTile ( int x, int y ) : Tile
x int
y int
리턴 Tile

GetTiles() 공개 메소드

public GetTiles ( Enumeration tileType ) : List
tileType Enumeration
리턴 List

GetType() 공개 메소드

public GetType ( int x, int y ) : Enumeration.TileType
x int
y int
리턴 Enumeration.TileType

LooseShake() 공개 메소드

public LooseShake ( ) : void
리턴 void

RoomNew() 공개 메소드

public RoomNew ( Maze maze, string filePath, int roomIndex, int roomType ) : System
maze Maze
filePath string
roomIndex int
roomType int
리턴 System

SpritesInRoom() 공개 메소드

public SpritesInRoom ( ) : List
리턴 List

StartNewLife() 공개 메소드

Restores the player to the starting point to try the level again.
public StartNewLife ( GraphicsDevice graphicsDevice ) : void
graphicsDevice GraphicsDevice
리턴 void

SubsTile() 공개 메소드

public SubsTile ( Vector2 coordinate, Enumeration tileType ) : void
coordinate Vector2
tileType Enumeration
리턴 void

SubsTileState() 공개 메소드

public SubsTileState ( Vector2 position, Enumeration state ) : void
position Vector2
state Enumeration
리턴 void

Update() 공개 메소드

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
리턴 void

getBoundTiles() 공개 메소드

public getBoundTiles ( Rectangle playerBounds ) : Vector4
playerBounds Microsoft.Xna.Framework.Rectangle
리턴 Vector4

getCenterTile() 공개 메소드

public getCenterTile ( Rectangle playerBounds ) : Vector2
playerBounds Microsoft.Xna.Framework.Rectangle
리턴 Vector2

프로퍼티 상세

BOTTOM_LIMIT 공개적으로 정적으로 프로퍼티

public static int BOTTOM_LIMIT
리턴 int

ExitTile 공개적으로 프로퍼티

public Exit,PrinceGame ExitTile
리턴 Exit

elements 공개적으로 프로퍼티

public List elements
리턴 List

heightInLevel 공개적으로 프로퍼티

public int heightInLevel
리턴 int

map 공개적으로 프로퍼티

public Map,PrinceGame map
리턴 Map

maze 공개적으로 프로퍼티

public Maze maze
리턴 Maze

roomIndex 공개적으로 프로퍼티

public int roomIndex
리턴 int

roomName 공개적으로 프로퍼티

public string roomName
리턴 string

roomStart 공개적으로 프로퍼티

public bool roomStart
리턴 bool

roomType 공개적으로 프로퍼티

public int roomType
리턴 int

roomX 공개적으로 프로퍼티

public int roomX
리턴 int

roomY 공개적으로 프로퍼티

public int roomY
리턴 int

roomZ 공개적으로 프로퍼티

public int roomZ
리턴 int

tilesTemporaney 공개적으로 프로퍼티

public ArrayList,System.Collections tilesTemporaney
리턴 System.Collections.ArrayList

widthInLevel 공개적으로 프로퍼티

public int widthInLevel
리턴 int