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/Dlls/Delta.Engine.Game.xml

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  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>