/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>