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/Dlls/Delta.Engine.Game.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Engine.Game</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Engine.Game.GameTime">
  8. <summary>
  9. Game Time is used for having a pausable and resetable time source,
  10. which is useful for games that can pause.<para />
  11. Dependant systems are Effects, Physics.
  12. </summary>
  13. </member>
  14. <member name="M:Delta.Engine.Game.GameTime.CheckEvery(System.Single)">
  15. <summary>
  16. Check every time (e.g. one second, half a second, every 10 seconds)
  17. if the time has passed and return true once in that time frame and
  18. false otherwise. Used for spawning stuff, e.g. every 0.5 seconds and
  19. is very useful to write framerate independent code.
  20. Note: If using a small value here like 1.0f/100.0f and we have less
  21. fps (e.g. 60), then this will return true every time, but obviously
  22. we cannot return true 100 times if this method is only called 60 times.
  23. </summary>
  24. <param name="timeStep">Time step in seconds</param>
  25. <returns>
  26. True if the timeStep is reached, false if we have too many frames and
  27. need to wait until timeStep is reached next.
  28. </returns>
  29. </member>
  30. <member name="M:Delta.Engine.Game.GameTime.CheckEvery(System.Single,System.Int64)">
  31. <summary>
  32. Check every time (e.g. one second, half a second, every 10 seconds)
  33. if the time has passed and return true once in that time frame and
  34. false otherwise. Used for spawning stuff, e.g. every 0.5 seconds and
  35. is very useful to write framerate independent code.
  36. Note: If using a small value here like 1.0f/100.0f and we have less
  37. fps (e.g. 60), then this will return true every time, but obviously
  38. we cannot return true 100 times if this method is only called 60 times.
  39. </summary>
  40. <param name="timeStep">Time step in seconds</param>
  41. <param name="startTimeMs">
  42. Only start checking when this time is reached and then every time step
  43. after (in milliseconds).
  44. </param>
  45. <returns>
  46. True if the timeStep is reached, false if we have too many frames and
  47. need to wait until timeStep is reached next.
  48. </returns>
  49. </member>
  50. <member name="M:Delta.Engine.Game.GameTime.GetDeltaToNow(System.Int64)">
  51. <summary>
  52. Get delta to now in seconds as a floating point value.
  53. </summary>
  54. <param name="startTimeInMs">The start time in ms.</param>
  55. <returns>Float Delta to Now</returns>
  56. </member>
  57. <member name="F:Delta.Engine.Game.GameTime.totalTime">
  58. <summary>
  59. The total time since the game time was started.
  60. </summary>
  61. </member>
  62. <member name="F:Delta.Engine.Game.GameTime.delta">
  63. <summary>
  64. Returns the current delta time.
  65. </summary>
  66. </member>
  67. <member name="F:Delta.Engine.Game.GameTime.milliseconds">
  68. <summary>
  69. Milliseconds the game time has been running.
  70. </summary>
  71. </member>
  72. <member name="F:Delta.Engine.Game.GameTime.lastMilliseconds">
  73. <summary>
  74. Milliseconds from last frame, allows us to do frame by frame checks.
  75. </summary>
  76. </member>
  77. <member name="F:Delta.Engine.Game.GameTime.wasRunningBeforeAppPause">
  78. <summary>
  79. Flag if the game time was running before it was paused by the
  80. system information event. If we don't save this state we might
  81. start the game time again accidentally in OnAppResume.
  82. </summary>
  83. </member>
  84. <member name="M:Delta.Engine.Game.GameTime.#ctor">
  85. <summary>
  86. Create a new game time instance, which is started by default, but can
  87. be stopped or restarted by the game if a new level starts.
  88. </summary>
  89. </member>
  90. <member name="M:Delta.Engine.Game.GameTime.Start">
  91. <summary>
  92. Start or resume the game time updating.
  93. </summary>
  94. </member>
  95. <member name="M:Delta.Engine.Game.GameTime.Pause">
  96. <summary>
  97. Pause the game time updating.
  98. </summary>
  99. </member>
  100. <member name="M:Delta.Engine.Game.GameTime.Reset">
  101. <summary>
  102. Reset the game time.
  103. </summary>
  104. </member>
  105. <member name="M:Delta.Engine.Game.GameTime.Run">
  106. <summary>
  107. Update the game time.
  108. TODO: implement smoothing here, see ArenaWars code, also ask Enrico to test his game!
  109. </summary>
  110. </member>
  111. <member name="P:Delta.Engine.Game.GameTime.IsRunning">
  112. <summary>
  113. Flag if the game time is updating or not.
  114. </summary>
  115. </member>
  116. <member name="P:Delta.Engine.Game.GameTime.Milliseconds">
  117. <summary>
  118. The elapsed game time in milliseconds.
  119. </summary>
  120. </member>
  121. <member name="P:Delta.Engine.Game.GameTime.LastMilliseconds">
  122. <summary>
  123. The elapsed game time in milliseconds from the last frame. This allows
  124. us to do some checks from frame to frame to see if a timeout or
  125. cooldown has been reached. See CheckEvery for a use case.
  126. </summary>
  127. </member>
  128. <member name="P:Delta.Engine.Game.GameTime.Delta">
  129. <summary>
  130. Returns the current delta time. It represents the difference between
  131. the last tick and the current tick in seconds (usually small values).
  132. Used for many calculations and updates to make sure the time goes
  133. on constantly no matter how many frames we have per second.
  134. </summary>
  135. </member>
  136. <member name="P:Delta.Engine.Game.GameTime.TotalTime">
  137. <summary>
  138. The total time since the game time was started.
  139. </summary>
  140. </member>
  141. <member name="E:Delta.Engine.Game.GameTime.Paused">
  142. <summary>
  143. Event which will occur everytime the game time is paused.
  144. </summary>
  145. </member>
  146. <member name="E:Delta.Engine.Game.GameTime.Resumed">
  147. <summary>
  148. Event which will occur everytime the game time is resumed again.
  149. </summary>
  150. </member>
  151. <member name="T:Delta.Engine.Game.BaseProcess">
  152. <summary>
  153. Base class for all processes, defines what all processes can do.
  154. Basically they all have a Run method and can be active (then Run is
  155. called) or not (then they needed to be activated).
  156. </summary>
  157. </member>
  158. <member name="F:Delta.Engine.Game.BaseProcess.IsActive">
  159. <summary>
  160. Is this process active? Run is only called if this is true, inactive
  161. processes just sit there waiting to be killed or re-activated.
  162. </summary>
  163. </member>
  164. <member name="F:Delta.Engine.Game.BaseProcess.Next">
  165. <summary>
  166. Next process if this one is finished. Automatically made active if
  167. this process ends (once Run returns true).
  168. </summary>
  169. </member>
  170. <member name="M:Delta.Engine.Game.BaseProcess.#ctor">
  171. <summary>
  172. Initializes a new instance of the <see cref="T:Delta.Engine.Game.BaseProcess"/> class.
  173. </summary>
  174. </member>
  175. <member name="M:Delta.Engine.Game.BaseProcess.Run">
  176. <summary>
  177. Run is called for all active processes by the ProcessManager each tick
  178. </summary>
  179. <returns>True if the process finished, otherwise false.</returns>
  180. </member>
  181. <member name="T:Delta.Engine.Game.MouseTracker">
  182. <summary>
  183. Very simple class to provide an IAttachable interface that will always
  184. return the mouse position. Useful for effect testing.
  185. </summary>
  186. </member>
  187. <member name="T:Delta.Engine.Game.Interfaces.IAttachable">
  188. <summary>
  189. Currently empty interface for attaching effects to an object.
  190. </summary>
  191. </member>
  192. <member name="P:Delta.Engine.Game.Interfaces.IAttachable.Position">
  193. <summary>
  194. The current position of the attachable.
  195. </summary>
  196. </member>
  197. <member name="P:Delta.Engine.Game.Interfaces.IAttachable.Rotation">
  198. <summary>
  199. The current rotation of the attachable.
  200. </summary>
  201. </member>
  202. <member name="M:Delta.Engine.Game.MouseTracker.#ctor">
  203. <summary>
  204. Constructor for MouseTracker, just makes sure the input commands are
  205. initialized, which is useful for many tests.
  206. </summary>
  207. </member>
  208. <member name="P:Delta.Engine.Game.MouseTracker.Position">
  209. <summary>
  210. The current position of the attachable.
  211. </summary>
  212. </member>
  213. <member name="P:Delta.Engine.Game.MouseTracker.Rotation">
  214. <summary>
  215. The current rotation of the attachable.
  216. </summary>
  217. </member>
  218. <member name="T:Delta.Engine.Game.WaitProcess">
  219. <summary>
  220. Simple process running as long as the wait time isn't exceeded.
  221. </summary>
  222. </member>
  223. <member name="F:Delta.Engine.Game.WaitProcess.WaitTime">
  224. <summary>
  225. How long to wait until this process is done, can be changed at any
  226. time. When this reaches 0, this process is killed and the next is
  227. invoked automatically.
  228. </summary>
  229. </member>
  230. <member name="M:Delta.Engine.Game.WaitProcess.#ctor(System.Single,Delta.Engine.Game.BaseProcess)">
  231. <summary>
  232. Create wait process and execute a certain process after the wait time
  233. is over.
  234. </summary>
  235. <param name="setWaitTime">How long to wait in seconds</param>
  236. <param name="setNextProcess">The next process to be executed once the
  237. wait time is over</param>
  238. </member>
  239. <member name="M:Delta.Engine.Game.WaitProcess.Run">
  240. <summary>
  241. Run is called for all active processes by the ProcessManager each tick
  242. </summary>
  243. <returns>True if the process finished, otherwise false.</returns>
  244. </member>
  245. <member name="T:Delta.Engine.Game.ProcessManager">
  246. <summary>
  247. The process manager has a list of all processes and runs them.
  248. This simplifies the logic and optimizes performance a lot for each
  249. of the process classes, which are only run if active.
  250. </summary>
  251. </member>
  252. <member name="F:Delta.Engine.Game.ProcessManager.processes">
  253. <summary>
  254. List of processes we want to run each tick. Some of them might not be
  255. active and will be skipped. This list can change at any time.
  256. </summary>
  257. </member>
  258. <member name="F:Delta.Engine.Game.ProcessManager.instance">
  259. <summary>
  260. Remember the created ProcessManager instance
  261. </summary>
  262. </member>
  263. <member name="M:Delta.Engine.Game.ProcessManager.#ctor">
  264. <summary>
  265. Create process manager, only allowed internally via the Instance
  266. property. Done automatically when creating processes.
  267. </summary>
  268. </member>
  269. <member name="M:Delta.Engine.Game.ProcessManager.Run">
  270. <summary>
  271. Run goes through all processes and runs them if they are active.
  272. </summary>
  273. </member>
  274. <member name="P:Delta.Engine.Game.ProcessManager.Instance">
  275. <summary>
  276. Helper to make sure to only create the ProcessManager once and via
  277. the Factory to be registered as a DynamicModule.
  278. </summary>
  279. </member>
  280. <member name="T:Delta.Engine.Game.Actor">
  281. <summary>
  282. Basic actor class with state machine.
  283. Actor, still needs to be merged with the game code from all the games
  284. currently in development. This class is really old and will change soon!
  285. TODO: refactor and rethink, merge with actual games using this (Soulcraft, etc.)!
  286. </summary>
  287. </member>
  288. <member name="F:Delta.Engine.Game.Actor.OwnerWorld">
  289. <summary>
  290. The world that this actor is part of
  291. </summary>
  292. </member>
  293. <member name="F:Delta.Engine.Game.Actor.currentState">
  294. <summary>
  295. The current state for the state machine
  296. </summary>
  297. </member>
  298. <member name="M:Delta.Engine.Game.Actor.#ctor(Delta.Engine.Game.World)">
  299. <summary>
  300. Create actor
  301. </summary>
  302. <param name="setOwnerWorld">Set owner world.</param>
  303. </member>
  304. <member name="M:Delta.Engine.Game.Actor.Spawned">
  305. <summary>
  306. Automatically called by the engine after the actor has been spawned.
  307. May be overriden in derived classes.
  308. </summary>
  309. </member>
  310. <member name="M:Delta.Engine.Game.Actor.Despawned">
  311. <summary>
  312. Automatically called by the engine after the actor has been despawned.
  313. May be overriden in derived classes.
  314. </summary>
  315. </member>
  316. <member name="M:Delta.Engine.Game.Actor.Destroy">
  317. <summary>
  318. Destroy
  319. </summary>
  320. </member>
  321. <member name="M:Delta.Engine.Game.Actor.CollidesWith(Delta.Engine.Game.Actor)">
  322. <summary>
  323. Collides with
  324. </summary>
  325. <param name="otherActor">The other actor.</param>
  326. </member>
  327. <member name="M:Delta.Engine.Game.Actor.SetPosition(Delta.Utilities.Datatypes.Vector)">
  328. <summary>
  329. Set position
  330. </summary>
  331. <param name="newPosition">The new position.</param>
  332. </member>
  333. <member name="M:Delta.Engine.Game.Actor.SetRotation(System.Single)">
  334. <summary>
  335. Set rotation
  336. </summary>
  337. <param name="newRotation">The new rotation.</param>
  338. </member>
  339. <member name="M:Delta.Engine.Game.Actor.Tick">
  340. <summary>
  341. Tick function. Allows the actor to do tick-based logic.
  342. </summary>
  343. </member>
  344. <member name="M:Delta.Engine.Game.Actor.Render">
  345. <summary>
  346. Render function. Allows the actor to do custom rendering logic.
  347. </summary>
  348. </member>
  349. <member name="M:Delta.Engine.Game.Actor.BeginState(System.String,System.String)">
  350. <summary>
  351. Begin state
  352. </summary>
  353. <param name="lastState">The last state.</param>
  354. <param name="newState">The new state.</param>
  355. </member>
  356. <member name="M:Delta.Engine.Game.Actor.TickState">
  357. <summary>
  358. Tick state
  359. </summary>
  360. </member>
  361. <member name="M:Delta.Engine.Game.Actor.EndState(System.String,System.String)">
  362. <summary>
  363. End state
  364. </summary>
  365. <param name="state">The state.</param>
  366. <param name="newState">The new state.</param>
  367. </member>
  368. <member name="P:Delta.Engine.Game.Actor.State">
  369. <summary>
  370. State
  371. </summary>
  372. <value>
  373. The state.
  374. </value>
  375. </member>
  376. <member name="P:Delta.Engine.Game.Actor.WorldPosition">
  377. <summary>
  378. World position
  379. </summary>
  380. <value>
  381. The world position.
  382. </value>
  383. </member>
  384. <member name="P:Delta.Engine.Game.Actor.WorldRotation">
  385. <summary>
  386. World rotation
  387. </summary>
  388. <value>
  389. The world rotation.
  390. </value>
  391. </member>
  392. <member name="T:Delta.Engine.Game.World">
  393. <summary>
  394. Basic world class containing a list of actors which can be spawned and
  395. despawned into the world.
  396. </summary>
  397. </member>
  398. <member name="F:Delta.Engine.Game.World.actors">
  399. <summary>
  400. List of all actors in this world.
  401. </summary>
  402. </member>
  403. <member name="M:Delta.Engine.Game.World.#ctor">
  404. <summary>
  405. Create a new world.
  406. </summary>
  407. </member>
  408. <member name="M:Delta.Engine.Game.World.SpawnActor(Delta.Engine.Game.Actor)">
  409. <summary>
  410. Spawn an actor in the world.
  411. </summary>
  412. <param name="newActor">The new actor to spawn.</param>
  413. </member>
  414. <member name="M:Delta.Engine.Game.World.DespawnActor(Delta.Engine.Game.Actor)">
  415. <summary>
  416. Calls the despawned method of the actor and then removes the actor
  417. from the list of known actors.
  418. </summary>
  419. <param name="actor">The actor to despawn.</param>
  420. </member>
  421. <member name="P:Delta.Engine.Game.World.AllActors">
  422. <summary>
  423. Array of all actors in this world.
  424. </summary>
  425. </member>
  426. <member name="T:Delta.Engine.Game.Interfaces.IActor2D">
  427. <summary>
  428. Basic 2D Actor interface containing a Position and a Rotation.
  429. </summary>
  430. </member>
  431. <member name="P:Delta.Engine.Game.Interfaces.IActor2D.Position">
  432. <summary>
  433. The current position of the actor.
  434. </summary>
  435. </member>
  436. <member name="P:Delta.Engine.Game.Interfaces.IActor2D.Rotation">
  437. <summary>
  438. The current rotation of the actor.
  439. </summary>
  440. </member>
  441. </members>
  442. </doc>