C# (CSharp) PrinceGame Namespace

Classes

Name Description
Accelerometer
AccelerometerState An encapsulation of the accelerometer's current state.
AnimationSequence
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
Chomper
ClosePlate
Column
Exit
Flask
FlaskBig
Frame
Game1 This is the main type for your game
Gate
Guard
Guard1
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
Lava
Level
LoadingScreen
Loose
MainMenuScreen
Map
MenuEntry
MenuScreen
MessageBoxScreen
Mirror
OptionsMenuScreen
Player
PlayerIndexEventArgs
PlayerState
Position
PressPlate
PrinceOfPersiaGame
Program The main class.
RectangleExtensions
RoomColumn
RoomNew
Row
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
Serpent
Skeleton
Spikes
Splash
Sprite
StateElement
StatePlayerElement
StateTileElement
Sword
Tile
TileState
Timer
TouchCollectionExtensions