Resonance Game
Team Walterio Fuchsbauer
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Resonance.GameScreen Class Reference

This is the main type for your game. More...

Inheritance diagram for Resonance.GameScreen:
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List of all members.

Public Member Functions

 GameScreen (ScreenManager scrn, int level)
override void LoadContent ()
 LoadContent will be called once per game and is the place to load all of your content.
void loadLevel (int i)
 This method is used to load a level. MenuAction calls this method from a separate thread and therefore we can have an animated loading screen while you wait.
override void UnloadContent ()
 UnloadContent will be called once per game and is the place to unload all content.
override void HandleInput (InputDevices input)
override void Update (GameTime gameTime)
 Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.
void pause ()
 Ensure everything is paused.
void takeScreenshot ()
 Takes a screenshot of the game screen and saves a png in bin.
override void Draw (GameTime gameTime)
 This is called when the game should draw itself.

Static Public Member Functions

static GoodVibe getGV ()

Public Attributes

const int BEGINNER = 0
const int EASY = 1
const int MEDIUM = 2
const int HARD = 3
const int EXPERT = 4
const int INSANE = 5
const bool USE_BV_SPAWNER = true
const bool USE_PICKUP_SPAWNER = true
const bool USE_MINIMAP = true
const bool USE_BADVIBE_AI = true
const bool USE_WHEATHER = true
const bool USE_PROFILER = false
PickupSpawnManager pickupSpawner

Static Public Attributes

static int DIFFICULTY = BEGINNER
static GameMode mode = new GameMode(GameMode.OBJECTIVES)
static GameStats stats = new GameStats()
static float VIBRATION = 0.4f
static bool GV_KILLED = false
static bool GV_KILLED_AT_GAME_END = false
static bool GAME_CAN_END = true

Protected Member Functions

void Initialize ()
 Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

Properties

int Iteration [get]
World World [get]
TimeSpan CountDown [get]

Detailed Description

This is the main type for your game.


Constructor & Destructor Documentation

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Member Function Documentation

override void Resonance.GameScreen.Draw ( GameTime  gameTime) [virtual]

This is called when the game should draw itself.

Parameters:
gameTimeProvides a snapshot of timing values.

Reimplemented from Resonance.Screen.

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static GoodVibe Resonance.GameScreen.getGV ( ) [static]

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override void Resonance.GameScreen.HandleInput ( InputDevices  input) [virtual]

Reimplemented from Resonance.Screen.

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void Resonance.GameScreen.Initialize ( ) [protected]

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

override void Resonance.GameScreen.LoadContent ( ) [virtual]

LoadContent will be called once per game and is the place to load all of your content.

Reimplemented from Resonance.Screen.

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This method is used to load a level. MenuAction calls this method from a separate thread and therefore we can have an animated loading screen while you wait.

Parameters:
iInt number of the level, taken from the level name, i.e Level1.xml

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Ensure everything is paused.

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Takes a screenshot of the game screen and saves a png in bin.

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override void Resonance.GameScreen.UnloadContent ( ) [virtual]

UnloadContent will be called once per game and is the place to unload all content.

Reimplemented from Resonance.Screen.

override void Resonance.GameScreen.Update ( GameTime  gameTime) [virtual]

Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.

Parameters:
gameTimeProvides a snapshot of timing values.

Reimplemented from Resonance.Screen.

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Member Data Documentation

bool Resonance.GameScreen.GAME_CAN_END = true [static]
bool Resonance.GameScreen.GV_KILLED = false [static]
float Resonance.GameScreen.VIBRATION = 0.4f [static]

Property Documentation


The documentation for this class was generated from the following file: