C# 클래스 PrinceGame.Skeleton

상속: Sprite
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공개 메소드들

메소드 설명
Advance ( Position position__1, SpriteEffects flip ) : void
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Engarde ( ) : void
Engarde ( Enumeration priority, System stoppable ) : void
HandleCollisionsNew ( ) : void
Ready ( ) : void
Ready ( Enumeration priority, System stoppable ) : void
Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System

Constructors a new player.

SkeletonEngarde ( ) : void
SkeletonEngarde ( Enumeration priority, System stoppable ) : void
Stand ( ) : void
Stand ( Enumeration priority ) : void
Stand ( Enumeration priority, System stoppable ) : void
Stand ( bool stoppable ) : void
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.

비공개 메소드들

메소드 설명
LoadContent ( ) : void

메소드 상세

Advance() 공개 메소드

public Advance ( Position position__1, SpriteEffects flip ) : void
position__1 Position
flip SpriteEffects
리턴 void

Draw() 공개 메소드

Draws the animated player.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

Engarde() 공개 메소드

public Engarde ( ) : void
리턴 void

Engarde() 공개 메소드

public Engarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
리턴 void

HandleCollisionsNew() 공개 메소드

public HandleCollisionsNew ( ) : void
리턴 void

Ready() 공개 메소드

public Ready ( ) : void
리턴 void

Ready() 공개 메소드

public Ready ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
리턴 void

Reset() 공개 메소드

Resets the player to life.
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void
position Vector2 The position to come to life at.
spriteEffect SpriteEffects
리턴 void

Skeleton() 공개 메소드

Constructors a new player.
public Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System
room RoomNew
position Vector2
GraphicsDevice__1 GraphicsDevice
spriteEffect SpriteEffects
리턴 System

SkeletonEngarde() 공개 메소드

public SkeletonEngarde ( ) : void
리턴 void

SkeletonEngarde() 공개 메소드

public SkeletonEngarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
리턴 void

Stand() 공개 메소드

public Stand ( ) : void
리턴 void

Stand() 공개 메소드

public Stand ( Enumeration priority ) : void
priority Enumeration
리턴 void

Stand() 공개 메소드

public Stand ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
리턴 void

Stand() 공개 메소드

public Stand ( bool stoppable ) : void
stoppable bool
리턴 void

Update() 공개 메소드

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
리턴 void