C# 클래스 PrinceGame.Splash

상속: Sprite
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공개 메소드들

메소드 설명
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Show ( ) : void
Show ( Enumeration priority ) : void
Show ( Enumeration priority, System stoppable ) : void
Show ( bool stoppable ) : void
Splash ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect, bool player ) : System

Constructors a new player.

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

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

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

Show() 공개 메소드

public Show ( ) : void
리턴 void

Show() 공개 메소드

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

Show() 공개 메소드

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

Show() 공개 메소드

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

Splash() 공개 메소드

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

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