C# 클래스 TuneBlaster_.Engine

The Class that calls everything Defalt Class Authors Hugh Corrigan, Ahmed Warreth, Dermot Kirby
상속: Microsoft.Xna.Framework.Game
파일 보기 프로젝트 열기: kiniry-teaching/UCD 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Bnote ColouredParticle
Gnote ColouredParticle
Pnote ColouredParticle
Random System.Random
Rnote ColouredParticle
Score int
blast bool
blastTime int
blueblast BlueParticle
blueblast ColouredParticle
explosion ColouredParticle
explosion ExplosionParticleSystem
greenblast ColouredParticle
greenblast GreenParticle
purpleblast ColouredParticle
purpleblast PurpleParticle
redblast ColouredParticle
redblast RedParticle
smoke ColouredParticle
smoke ExplosionSmokeParticleSystem

공개 메소드들

메소드 설명
Engine ( ) : System
RandomBetween ( float min, float max ) : float

보호된 메소드들

메소드 설명
Draw ( GameTime gameTime ) : void

This is called when the game should draw itself.

Initialize ( ) : void

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

LoadGraphicsContent ( bool loadAllContent ) : void

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.

UnloadGraphicsContent ( bool unloadAllContent ) : void

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.

Update ( GameTime gameTime ) : void

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.

메소드 상세

Draw() 보호된 메소드

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
리턴 void

Engine() 공개 메소드

public Engine ( ) : System
리턴 System

Initialize() 보호된 메소드

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
protected Initialize ( ) : void
리턴 void

LoadGraphicsContent() 보호된 메소드

Load your graphics content. If loadAllContent is true, you should load content from both ResourceManagementMode pools. Otherwise, just load ResourceManagementMode.Manual content.
protected LoadGraphicsContent ( bool loadAllContent ) : void
loadAllContent bool Which type of content to load.
리턴 void

RandomBetween() 공개 정적인 메소드

public static RandomBetween ( float min, float max ) : float
min float
max float
리턴 float

UnloadGraphicsContent() 보호된 메소드

Unload your graphics content. If unloadAllContent is true, you should unload content from both ResourceManagementMode pools. Otherwise, just unload ResourceManagementMode.Manual content. Manual content will get Disposed by the GraphicsDevice during a Reset.
protected UnloadGraphicsContent ( bool unloadAllContent ) : void
unloadAllContent bool Which type of content to unload.
리턴 void

Update() 보호된 메소드

Allows the game to run logic such as updating the world, checking for collisions, gathering input and playing audio.
protected Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
리턴 void

프로퍼티 상세

Bnote 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ Bnote
리턴 ColouredParticle

Gnote 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ Gnote
리턴 ColouredParticle

Pnote 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ Pnote
리턴 ColouredParticle

Random 공개적으로 정적으로 프로퍼티

public static Random,System Random
리턴 System.Random

Rnote 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ Rnote
리턴 ColouredParticle

Score 공개적으로 정적으로 프로퍼티

public static int Score
리턴 int

blast 공개적으로 정적으로 프로퍼티

public static bool blast
리턴 bool

blastTime 공개적으로 정적으로 프로퍼티

public static int blastTime
리턴 int

blueblast 공개적으로 정적으로 프로퍼티

public static BlueParticle,TuneBlaster_ blueblast
리턴 BlueParticle

blueblast 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ blueblast
리턴 ColouredParticle

explosion 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ explosion
리턴 ColouredParticle

explosion 공개적으로 정적으로 프로퍼티

public static ExplosionParticleSystem,TuneBlaster_ explosion
리턴 ExplosionParticleSystem

greenblast 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ greenblast
리턴 ColouredParticle

greenblast 공개적으로 정적으로 프로퍼티

public static GreenParticle,TuneBlaster_ greenblast
리턴 GreenParticle

purpleblast 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ purpleblast
리턴 ColouredParticle

purpleblast 공개적으로 정적으로 프로퍼티

public static PurpleParticle,TuneBlaster_ purpleblast
리턴 PurpleParticle

redblast 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ redblast
리턴 ColouredParticle

redblast 공개적으로 정적으로 프로퍼티

public static RedParticle,TuneBlaster_ redblast
리턴 RedParticle

smoke 공개적으로 정적으로 프로퍼티

public static ColouredParticle,TuneBlaster_ smoke
리턴 ColouredParticle

smoke 공개적으로 정적으로 프로퍼티

public static ExplosionSmokeParticleSystem,TuneBlaster_ smoke
리턴 ExplosionSmokeParticleSystem