/Dlls/Delta.Engine.Game.xml
XML | 442 lines | 442 code | 0 blank | 0 comment | 0 complexity | d68a6cf19170167c5474cf80143b4c72 MD5 | raw file
Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Engine.Game</name>
- </assembly>
- <members>
- <member name="T:Delta.Engine.Game.GameTime">
- <summary>
- Game Time is used for having a pausable and resetable time source,
- which is useful for games that can pause.<para />
- Dependant systems are Effects, Physics.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.CheckEvery(System.Single)">
- <summary>
- Check every time (e.g. one second, half a second, every 10 seconds)
- if the time has passed and return true once in that time frame and
- false otherwise. Used for spawning stuff, e.g. every 0.5 seconds and
- is very useful to write framerate independent code.
- Note: If using a small value here like 1.0f/100.0f and we have less
- fps (e.g. 60), then this will return true every time, but obviously
- we cannot return true 100 times if this method is only called 60 times.
- </summary>
- <param name="timeStep">Time step in seconds</param>
- <returns>
- True if the timeStep is reached, false if we have too many frames and
- need to wait until timeStep is reached next.
- </returns>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.CheckEvery(System.Single,System.Int64)">
- <summary>
- Check every time (e.g. one second, half a second, every 10 seconds)
- if the time has passed and return true once in that time frame and
- false otherwise. Used for spawning stuff, e.g. every 0.5 seconds and
- is very useful to write framerate independent code.
- Note: If using a small value here like 1.0f/100.0f and we have less
- fps (e.g. 60), then this will return true every time, but obviously
- we cannot return true 100 times if this method is only called 60 times.
- </summary>
- <param name="timeStep">Time step in seconds</param>
- <param name="startTimeMs">
- Only start checking when this time is reached and then every time step
- after (in milliseconds).
- </param>
- <returns>
- True if the timeStep is reached, false if we have too many frames and
- need to wait until timeStep is reached next.
- </returns>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.GetDeltaToNow(System.Int64)">
- <summary>
- Get delta to now in seconds as a floating point value.
- </summary>
- <param name="startTimeInMs">The start time in ms.</param>
- <returns>Float Delta to Now</returns>
- </member>
- <member name="F:Delta.Engine.Game.GameTime.totalTime">
- <summary>
- The total time since the game time was started.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.GameTime.delta">
- <summary>
- Returns the current delta time.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.GameTime.milliseconds">
- <summary>
- Milliseconds the game time has been running.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.GameTime.lastMilliseconds">
- <summary>
- Milliseconds from last frame, allows us to do frame by frame checks.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.GameTime.wasRunningBeforeAppPause">
- <summary>
- Flag if the game time was running before it was paused by the
- system information event. If we don't save this state we might
- start the game time again accidentally in OnAppResume.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.#ctor">
- <summary>
- Create a new game time instance, which is started by default, but can
- be stopped or restarted by the game if a new level starts.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.Start">
- <summary>
- Start or resume the game time updating.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.Pause">
- <summary>
- Pause the game time updating.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.Reset">
- <summary>
- Reset the game time.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.GameTime.Run">
- <summary>
- Update the game time.
- TODO: implement smoothing here, see ArenaWars code, also ask Enrico to test his game!
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.GameTime.IsRunning">
- <summary>
- Flag if the game time is updating or not.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.GameTime.Milliseconds">
- <summary>
- The elapsed game time in milliseconds.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.GameTime.LastMilliseconds">
- <summary>
- The elapsed game time in milliseconds from the last frame. This allows
- us to do some checks from frame to frame to see if a timeout or
- cooldown has been reached. See CheckEvery for a use case.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.GameTime.Delta">
- <summary>
- Returns the current delta time. It represents the difference between
- the last tick and the current tick in seconds (usually small values).
- Used for many calculations and updates to make sure the time goes
- on constantly no matter how many frames we have per second.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.GameTime.TotalTime">
- <summary>
- The total time since the game time was started.
- </summary>
- </member>
- <member name="E:Delta.Engine.Game.GameTime.Paused">
- <summary>
- Event which will occur everytime the game time is paused.
- </summary>
- </member>
- <member name="E:Delta.Engine.Game.GameTime.Resumed">
- <summary>
- Event which will occur everytime the game time is resumed again.
- </summary>
- </member>
- <member name="T:Delta.Engine.Game.BaseProcess">
- <summary>
- Base class for all processes, defines what all processes can do.
- Basically they all have a Run method and can be active (then Run is
- called) or not (then they needed to be activated).
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.BaseProcess.IsActive">
- <summary>
- Is this process active? Run is only called if this is true, inactive
- processes just sit there waiting to be killed or re-activated.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.BaseProcess.Next">
- <summary>
- Next process if this one is finished. Automatically made active if
- this process ends (once Run returns true).
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.BaseProcess.#ctor">
- <summary>
- Initializes a new instance of the <see cref="T:Delta.Engine.Game.BaseProcess"/> class.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.BaseProcess.Run">
- <summary>
- Run is called for all active processes by the ProcessManager each tick
- </summary>
- <returns>True if the process finished, otherwise false.</returns>
- </member>
- <member name="T:Delta.Engine.Game.MouseTracker">
- <summary>
- Very simple class to provide an IAttachable interface that will always
- return the mouse position. Useful for effect testing.
- </summary>
- </member>
- <member name="T:Delta.Engine.Game.Interfaces.IAttachable">
- <summary>
- Currently empty interface for attaching effects to an object.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.Interfaces.IAttachable.Position">
- <summary>
- The current position of the attachable.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.Interfaces.IAttachable.Rotation">
- <summary>
- The current rotation of the attachable.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.MouseTracker.#ctor">
- <summary>
- Constructor for MouseTracker, just makes sure the input commands are
- initialized, which is useful for many tests.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.MouseTracker.Position">
- <summary>
- The current position of the attachable.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.MouseTracker.Rotation">
- <summary>
- The current rotation of the attachable.
- </summary>
- </member>
- <member name="T:Delta.Engine.Game.WaitProcess">
- <summary>
- Simple process running as long as the wait time isn't exceeded.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.WaitProcess.WaitTime">
- <summary>
- How long to wait until this process is done, can be changed at any
- time. When this reaches 0, this process is killed and the next is
- invoked automatically.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.WaitProcess.#ctor(System.Single,Delta.Engine.Game.BaseProcess)">
- <summary>
- Create wait process and execute a certain process after the wait time
- is over.
- </summary>
- <param name="setWaitTime">How long to wait in seconds</param>
- <param name="setNextProcess">The next process to be executed once the
- wait time is over</param>
- </member>
- <member name="M:Delta.Engine.Game.WaitProcess.Run">
- <summary>
- Run is called for all active processes by the ProcessManager each tick
- </summary>
- <returns>True if the process finished, otherwise false.</returns>
- </member>
- <member name="T:Delta.Engine.Game.ProcessManager">
- <summary>
- The process manager has a list of all processes and runs them.
- This simplifies the logic and optimizes performance a lot for each
- of the process classes, which are only run if active.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.ProcessManager.processes">
- <summary>
- List of processes we want to run each tick. Some of them might not be
- active and will be skipped. This list can change at any time.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.ProcessManager.instance">
- <summary>
- Remember the created ProcessManager instance
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.ProcessManager.#ctor">
- <summary>
- Create process manager, only allowed internally via the Instance
- property. Done automatically when creating processes.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.ProcessManager.Run">
- <summary>
- Run goes through all processes and runs them if they are active.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.ProcessManager.Instance">
- <summary>
- Helper to make sure to only create the ProcessManager once and via
- the Factory to be registered as a DynamicModule.
- </summary>
- </member>
- <member name="T:Delta.Engine.Game.Actor">
- <summary>
- Basic actor class with state machine.
- Actor, still needs to be merged with the game code from all the games
- currently in development. This class is really old and will change soon!
- TODO: refactor and rethink, merge with actual games using this (Soulcraft, etc.)!
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.Actor.OwnerWorld">
- <summary>
- The world that this actor is part of
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.Actor.currentState">
- <summary>
- The current state for the state machine
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.#ctor(Delta.Engine.Game.World)">
- <summary>
- Create actor
- </summary>
- <param name="setOwnerWorld">Set owner world.</param>
- </member>
- <member name="M:Delta.Engine.Game.Actor.Spawned">
- <summary>
- Automatically called by the engine after the actor has been spawned.
- May be overriden in derived classes.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.Despawned">
- <summary>
- Automatically called by the engine after the actor has been despawned.
- May be overriden in derived classes.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.Destroy">
- <summary>
- Destroy
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.CollidesWith(Delta.Engine.Game.Actor)">
- <summary>
- Collides with
- </summary>
- <param name="otherActor">The other actor.</param>
- </member>
- <member name="M:Delta.Engine.Game.Actor.SetPosition(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Set position
- </summary>
- <param name="newPosition">The new position.</param>
- </member>
- <member name="M:Delta.Engine.Game.Actor.SetRotation(System.Single)">
- <summary>
- Set rotation
- </summary>
- <param name="newRotation">The new rotation.</param>
- </member>
- <member name="M:Delta.Engine.Game.Actor.Tick">
- <summary>
- Tick function. Allows the actor to do tick-based logic.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.Render">
- <summary>
- Render function. Allows the actor to do custom rendering logic.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.BeginState(System.String,System.String)">
- <summary>
- Begin state
- </summary>
- <param name="lastState">The last state.</param>
- <param name="newState">The new state.</param>
- </member>
- <member name="M:Delta.Engine.Game.Actor.TickState">
- <summary>
- Tick state
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.Actor.EndState(System.String,System.String)">
- <summary>
- End state
- </summary>
- <param name="state">The state.</param>
- <param name="newState">The new state.</param>
- </member>
- <member name="P:Delta.Engine.Game.Actor.State">
- <summary>
- State
- </summary>
- <value>
- The state.
- </value>
- </member>
- <member name="P:Delta.Engine.Game.Actor.WorldPosition">
- <summary>
- World position
- </summary>
- <value>
- The world position.
- </value>
- </member>
- <member name="P:Delta.Engine.Game.Actor.WorldRotation">
- <summary>
- World rotation
- </summary>
- <value>
- The world rotation.
- </value>
- </member>
- <member name="T:Delta.Engine.Game.World">
- <summary>
- Basic world class containing a list of actors which can be spawned and
- despawned into the world.
- </summary>
- </member>
- <member name="F:Delta.Engine.Game.World.actors">
- <summary>
- List of all actors in this world.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.World.#ctor">
- <summary>
- Create a new world.
- </summary>
- </member>
- <member name="M:Delta.Engine.Game.World.SpawnActor(Delta.Engine.Game.Actor)">
- <summary>
- Spawn an actor in the world.
- </summary>
- <param name="newActor">The new actor to spawn.</param>
- </member>
- <member name="M:Delta.Engine.Game.World.DespawnActor(Delta.Engine.Game.Actor)">
- <summary>
- Calls the despawned method of the actor and then removes the actor
- from the list of known actors.
- </summary>
- <param name="actor">The actor to despawn.</param>
- </member>
- <member name="P:Delta.Engine.Game.World.AllActors">
- <summary>
- Array of all actors in this world.
- </summary>
- </member>
- <member name="T:Delta.Engine.Game.Interfaces.IActor2D">
- <summary>
- Basic 2D Actor interface containing a Position and a Rotation.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.Interfaces.IActor2D.Position">
- <summary>
- The current position of the actor.
- </summary>
- </member>
- <member name="P:Delta.Engine.Game.Interfaces.IActor2D.Rotation">
- <summary>
- The current rotation of the actor.
- </summary>
- </member>
- </members>
- </doc>