C# Класс PrinceGame.Skeleton

Наследование: Sprite
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Открытые методы

Метод Описание
Advance ( Position position__1, SpriteEffects flip ) : void
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

Engarde ( ) : void
Engarde ( Enumeration priority, System stoppable ) : void
HandleCollisionsNew ( ) : void
Ready ( ) : void
Ready ( Enumeration priority, System stoppable ) : void
Reset ( Vector2 position, SpriteEffects spriteEffect ) : void

Resets the player to life.

Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System

Constructors a new player.

SkeletonEngarde ( ) : void
SkeletonEngarde ( Enumeration priority, System stoppable ) : void
Stand ( ) : void
Stand ( Enumeration priority ) : void
Stand ( Enumeration priority, System stoppable ) : void
Stand ( bool stoppable ) : void
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.

Приватные методы

Метод Описание
LoadContent ( ) : void

Описание методов

Advance() публичный Метод

public Advance ( Position position__1, SpriteEffects flip ) : void
position__1 Position
flip SpriteEffects
Результат void

Draw() публичный Метод

Draws the animated player.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
Результат void

Engarde() публичный Метод

public Engarde ( ) : void
Результат void

Engarde() публичный Метод

public Engarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Результат void

HandleCollisionsNew() публичный Метод

public HandleCollisionsNew ( ) : void
Результат void

Ready() публичный Метод

public Ready ( ) : void
Результат void

Ready() публичный Метод

public Ready ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Результат void

Reset() публичный Метод

Resets the player to life.
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void
position Vector2 The position to come to life at.
spriteEffect SpriteEffects
Результат void

Skeleton() публичный Метод

Constructors a new player.
public Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System
room RoomNew
position Vector2
GraphicsDevice__1 GraphicsDevice
spriteEffect SpriteEffects
Результат System

SkeletonEngarde() публичный Метод

public SkeletonEngarde ( ) : void
Результат void

SkeletonEngarde() публичный Метод

public SkeletonEngarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Результат void

Stand() публичный Метод

public Stand ( ) : void
Результат void

Stand() публичный Метод

public Stand ( Enumeration priority ) : void
priority Enumeration
Результат void

Stand() публичный Метод

public Stand ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
Результат void

Stand() публичный Метод

public Stand ( bool stoppable ) : void
stoppable bool
Результат void

Update() публичный Метод

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
Результат void