이름 |
설명 |
Accelerometer |
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AccelerometerState |
An encapsulation of the accelerometer's current state. |
AnimationSequence |
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BackgroundScreen |
The background screen sits behind all the other menu screens. It draws a background image that remains fixed in place regardless of whatever transitions the screens on top of it may be doing. |
Block |
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Chomper |
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ClosePlate |
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Column |
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Exit |
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Flask |
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FlaskBig |
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Frame |
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Game1 |
This is the main type for your game |
Gate |
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Guard |
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Guard1 |
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InputAction |
Defines an action that is designated by some set of buttons and/or keys. The way actions work is that you define a set of buttons and keys that trigger the action. You can then evaluate the action against an InputState which will test to see if any of the buttons or keys are pressed by a player. You can also set a flag that indicates if the action only occurs once when the buttons/keys are first pressed or whether the action should occur each frame. Using this InputAction class means that you can configure new actions based on keys and buttons without having to directly modify the InputState type. This means more customization by your games without having to change the core classes of Game State Management. |
Item |
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Lava |
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Level |
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LoadingScreen |
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Loose |
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MainMenuScreen |
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Map |
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MenuEntry |
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MenuScreen |
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MessageBoxScreen |
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Mirror |
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OptionsMenuScreen |
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Player |
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PlayerIndexEventArgs |
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PlayerState |
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Position |
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PressPlate |
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PrinceOfPersiaGame |
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Program |
The main class. |
RectangleExtensions |
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RoomColumn |
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RoomNew |
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Row |
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ScreenManager |
The screen manager is a component which manages one or more GameScreen instances. It maintains a stack of screens, calls their Update and Draw methods at the appropriate times, and automatically routes input to the topmost active screen. |
Sequence |
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Serpent |
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Skeleton |
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Spikes |
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Splash |
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Sprite |
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StateElement |
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StatePlayerElement |
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StateTileElement |
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Sword |
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Tile |
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TileState |
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Timer |
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TouchCollectionExtensions |
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