Method | Description | |
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Draw ( |
Draws the animated player.
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Reset ( Vector2 position, SpriteEffects spriteEffect ) : void |
Resets the player to life.
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Show ( ) : void | ||
Show ( Enumeration priority ) : void | ||
Show ( Enumeration priority, System |
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Show ( bool stoppable ) : void | ||
Splash ( |
Constructors a new player.
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Update ( |
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. |
Method | Description | |
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LoadContent ( ) : void |
public Draw ( |
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gameTime | ||
spriteBatch | ||
return | void |
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void | ||
position | Vector2 | The position to come to life at. |
spriteEffect | SpriteEffects | |
return | void |
public Show ( Enumeration priority, System |
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priority | Enumeration | |
stoppable | System |
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return | void |
public Splash ( |
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room | ||
position | Vector2 | |
GraphicsDevice__1 | GraphicsDevice | |
spriteEffect | SpriteEffects | |
player | bool | |
return | System |
public Update ( |
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gameTime | ||
keyboardState | ||
gamePadState | ||
touchState | TouchCollection | |
accelState | AccelerometerState | |
orientation | DisplayOrientation | |
return | void |