Свойство | Тип | Описание | |
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Pos | Vector2 |
Свойство | Тип | Описание | |
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Construct | void |
Метод | Описание | |
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Entity ( ) : System | ||
Entity ( float x, float y, float scaleX = 1, float scaleY = 1, bool visible = true ) : System | ||
GetDebugInfo ( ) : string |
Overridable method whose result is used to display entity debug information by the TeeEngine in its draw method when 'ShowEntityDebugInfo' is set to true in the DrawingOptions. By Default, the result of this method will be the same as the ToString method.
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GetPxBoundingBox ( |
Gets the bounding box for this entity at the specified GameTime and using the specified Tile Width and Height (In Pixels). The result of this method will be returned in pixel units and will change from one GameTime instance to another depending on the contents of the entities Drawables. If no drawables are found in the entity, then a rectangle with 0 width and 0 height will be returned.
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GetPxBoundingBox ( |
Gets the bounding box for this entity at the specified GameTime and using the specified Tile Width and Height (In Pixels). The result of this method will be returned in pixel units and will change from one GameTime instance to another depending on the contents of the entities Drawables. If no drawables are found in the entity, then a rectangle with 0 width and 0 height will be returned. An optional group parameter may be passed to only calculate the bounding area for a specific group of drawable objects. Passing null to group will test for all groups.
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IntersectsWith ( Entity entity1, string entity1Group, Entity entity2, string entity2Group, |
Helper method that wraps the static IntersectsWith Entity method. Assumes the state to check is the current drawable state.
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IntersectsWith ( Entity entity1, string entity1State, string entity1Group, Entity entity2, string entity2State, string entity2Group, |
Checks if Two Entities are intersecting each other assuming the specified states, gameTime and group filter. This check is actually rather ineffecient. O(n^2) time complexity. In reality though, we would be smart about what to compare - hence the group and state filters. The number of comparasins between drawables should be kept to a minimum in order to maintain performance.
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IntersectsWith ( Entity entity, string entityState, string entityGroup, |
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LoadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
PostCreate ( |
Called AFTER the entity is added to the engines entity list. The entity will be garuanteed to have a valid CurrentBoundingBox value and have a place in the QuadTree.
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PostDestroy ( |
Called AFTER the entity has been removed from the engines entity list.
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PreCreate ( |
Called BEFORE the entity is added to the engines entity list. The result of the PreCreate method determines if the entity will be added or not.
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PreDestroy ( |
Called BEFORE the entity has been removed from the engines entity list. The result of the PreDestroy method determines if the entity will be removed or not.
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ToString ( ) : string | ||
Update ( |
Метод | Описание | |
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Construct ( float x, float y, float scaleX, float scaleY, bool visible ) : void |
public Entity ( float x, float y, float scaleX = 1, float scaleY = 1, bool visible = true ) : System | ||
x | float | |
y | float | |
scaleX | float | |
scaleY | float | |
visible | bool | |
Результат | System |
public GetPxBoundingBox ( |
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gameTime | ||
Результат |
public GetPxBoundingBox ( |
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gameTime | The Current GameTime. | |
group | string | Optional string value that specifies the groups to include in BB calculations. |
Результат |
public static IntersectsWith ( Entity entity1, string entity1Group, Entity entity2, string entity2Group, |
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entity1 | Entity | |
entity1Group | string | |
entity2 | Entity | |
entity2Group | string | |
gameTime | ||
Результат | bool |
public static IntersectsWith ( Entity entity1, string entity1State, string entity1Group, Entity entity2, string entity2State, string entity2Group, |
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entity1 | Entity | |
entity1State | string | |
entity1Group | string | |
entity2 | Entity | |
entity2State | string | |
entity2Group | string | |
gameTime | ||
Результат | bool |
public static IntersectsWith ( Entity entity, string entityState, string entityGroup, |
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entity | Entity | |
entityState | string | |
entityGroup | string | |
bounds | ||
gameTime | ||
Результат | bool |
public LoadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | |
Результат | void |
public PostCreate ( |
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gameTime | ||
engine | TeeEngine | |
Результат | void |
public PostDestroy ( |
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gameTime | ||
engine | TeeEngine | |
Результат | void |
public PreCreate ( |
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gameTime | ||
engine | TeeEngine | |
Результат | bool |
public PreDestroy ( |
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gameTime | ||
engine | TeeEngine | |
Результат | bool |
public Update ( |
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gameTime | ||
engine | TeeEngine | |
Результат | void |