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Resonance Game
Team Walterio Fuchsbauer
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Static Public Member Functions | |
| static void | setAmbientLight (Vector3 light) |
| Change the ambient light level of the scene, use positive values to make it brighter, negative values to make it darker. | |
| static void | Clear () |
| static void | reset () |
| static void | drawReflection () |
| static void | drawShadow () |
| static void | drawReflections () |
| static void | drawShadows () |
| static Texture2D | flipTexture (Texture2D source, bool vertical, bool horizontal) |
| static Texture2D | scaleTexture (Texture2D src, float sF) |
| static Texture2D | scaleTexture (Texture2D src, float sFX, float sFY) |
| static void | Init (ContentManager newContent, GraphicsDeviceManager newGraphics) |
| Create a drawing object, need to pass it the ContentManager and GraphicsDeviceManger for it to use. | |
| static void | loadContent () |
| LoadContent will be called once per game and is the place to load all of your content needed for drawing the world. | |
| static void | Update (GameTime gameTime) |
| Used to update any frame animation. | |
| static Vector2 | groundPos (Vector3 position3d, bool one) |
| static void | addWave (Vector3 position3d) |
| Add a displacement wave to the ground texture. | |
| static void | DrawTexture (Texture2D texture, Matrix position, float width, float height) |
| static void | Draw (GameTime gameTime) |
| This is called when the character and the HUD should be drawn. | |
| static void | Draw (Matrix worldTransform, Vector3 pos, Object worldObject) |
| This is called when you would like to draw an object on screen. | |
| static void | resetGraphics () |
| Reset graphic options which may become corrupted by SpriteBatch. | |
Static Public Attributes | |
| static bool | SHADOWS = false |
| static int | wins1 = 0 |
| static int | wins2 = 0 |
Properties | |
| static ContentManager | Content [get] |
| static bool | requestReflectionRender [get] |
| static bool | requestShadowsRender [get] |
| static bool | DoDisp [get, set] |
| static bool | DrawingReflection [get] |
| static void Resonance.Drawing.addWave | ( | Vector3 | position3d | ) | [static] |
Add a displacement wave to the ground texture.
| position3d |


| static void Resonance.Drawing.Clear | ( | ) | [static] |

| static void Resonance.Drawing.Draw | ( | GameTime | gameTime | ) | [static] |
This is called when the character and the HUD should be drawn.


| static void Resonance.Drawing.Draw | ( | Matrix | worldTransform, |
| Vector3 | pos, | ||
| Object | worldObject | ||
| ) | [static] |
This is called when you would like to draw an object on screen.
| gameModelNum | The game model reference used for the object you want to draw e.g GameModels.BOX |
| worldTransform | The world transform for the object you want to draw, use [object body].WorldTransform |

| static void Resonance.Drawing.drawReflection | ( | ) | [static] |

| static void Resonance.Drawing.drawReflections | ( | ) | [static] |

| static void Resonance.Drawing.drawShadow | ( | ) | [static] |
| static void Resonance.Drawing.drawShadows | ( | ) | [static] |

| static void Resonance.Drawing.DrawTexture | ( | Texture2D | texture, |
| Matrix | position, | ||
| float | width, | ||
| float | height | ||
| ) | [static] |

| static Texture2D Resonance.Drawing.flipTexture | ( | Texture2D | source, |
| bool | vertical, | ||
| bool | horizontal | ||
| ) | [static] |
| static Vector2 Resonance.Drawing.groundPos | ( | Vector3 | position3d, |
| bool | one | ||
| ) | [static] |

| static void Resonance.Drawing.Init | ( | ContentManager | newContent, |
| GraphicsDeviceManager | newGraphics | ||
| ) | [static] |
Create a drawing object, need to pass it the ContentManager and GraphicsDeviceManger for it to use.


| static void Resonance.Drawing.loadContent | ( | ) | [static] |
LoadContent will be called once per game and is the place to load all of your content needed for drawing the world.


| static void Resonance.Drawing.reset | ( | ) | [static] |


| static void Resonance.Drawing.resetGraphics | ( | ) | [static] |
Reset graphic options which may become corrupted by SpriteBatch.

| static Texture2D Resonance.Drawing.scaleTexture | ( | Texture2D | src, |
| float | sF | ||
| ) | [static] |

| static Texture2D Resonance.Drawing.scaleTexture | ( | Texture2D | src, |
| float | sFX, | ||
| float | sFY | ||
| ) | [static] |
| static void Resonance.Drawing.setAmbientLight | ( | Vector3 | light | ) | [static] |
Change the ambient light level of the scene, use positive values to make it brighter, negative values to make it darker.
| light | Vector3 of the additions that should be made to the RGB of the ambient light |


| static void Resonance.Drawing.Update | ( | GameTime | gameTime | ) | [static] |
Used to update any frame animation.
| gameTime |


bool Resonance.Drawing.SHADOWS = false [static] |
int Resonance.Drawing.wins1 = 0 [static] |
int Resonance.Drawing.wins2 = 0 [static] |
ContentManager Resonance.Drawing.Content [static, get] |
bool Resonance.Drawing.DoDisp [static, get, set] |
bool Resonance.Drawing.DrawingReflection [static, get] |
bool Resonance.Drawing.requestReflectionRender [static, get] |
bool Resonance.Drawing.requestShadowsRender [static, get] |