Jypeli  5
The simple game programming library
PhysicsGame Jäsenlista

Tämä on lista kaikista jäsenistä luokassa PhysicsGame, sisältäen kaikki perityt jäsenet.

AccelerometerGame
AcceptsFocusGame
Add(Physics2DDotNet.Joints.Joint j)PhysicsGameBase
Add(AxleJoint j)PhysicsGameBase
Jypeli::Game.Add(IGameObject o)Game
Jypeli::Game.Add(Light light)Game
Jypeli::Game.Add(IGameObject o, int layer)Gamevirtual
Jypeli::Game.Add(Layer l)Game
AddCollisionHandler(IPhysicsObject obj, CollisionHandler< IPhysicsObject, IPhysicsObject > handler)PhysicsGameBase
AddCollisionHandler(PhysicsObject obj, CollisionHandler< PhysicsObject, PhysicsObject > handler)PhysicsGameBase
AddCollisionHandler(PhysicsObject obj, CollisionHandler< PhysicsObject, PhysicsStructure > handler)PhysicsGameBase
AddCollisionHandler(PhysicsStructure obj, CollisionHandler< PhysicsStructure, PhysicsObject > handler)PhysicsGameBase
AddCollisionHandler(PhysicsStructure obj, CollisionHandler< PhysicsStructure, PhysicsStructure > handler)PhysicsGameBase
AddCollisionHandler(IPhysicsObject obj, object tag, CollisionHandler< IPhysicsObject, IPhysicsObject > handler)PhysicsGameBase
AddCollisionHandler(PhysicsObject obj, object tag, CollisionHandler< PhysicsObject, PhysicsObject > handler)PhysicsGameBase
AddCollisionHandler< O, T >(O obj, CollisionHandler< O, T > handler)PhysicsGameBase
AddCollisionHandler< O, T >(O obj, object target, CollisionHandler< O, T > handler)PhysicsGameBase
AddCollisionHandlerByRef< O, T >(O obj, T target, CollisionHandler< O, T > handler)PhysicsGameBase
AddCollisionHandlerByTag< O, T >(O obj, object tag, CollisionHandler< O, T > handler)PhysicsGameBase
AddCustomHandler(Func< bool > condition, Action handler)Game
AddCustomHandler< T >(T obj, Predicate< T > condition, Action< T > handler)Game
AddCustomHandler< T1, T2 >(T1 obj1, T2 obj2, Func< T1, T2, bool > condition, Action< T1, T2 > handler)Game
AddCustomHandler< T1, T2, T3 >(T1 obj1, T2 obj2, T3 obj3, Func< T1, T2, T3, bool > condition, Action< T1, T2, T3 > handler)Game
AddFactory< T >(string tag, Factory.FactoryMethod method)Game
AssertInitialized(Action actionMethod)Gamestatic
AssertInitialized< T1 >(Action< T1 > actionMethod, T1 o1)Gamestatic
Begin()Gamevirtual
CameraGame
ClearAll()PhysicsGameBasevirtual
ClearControls()Game
ClearGameObjects()Game
ClearLights()Game
ClearTimers()Game
collisionHandlersPhysicsGameBaseprotected
ConfirmExit()Game
Continue()Gamevirtual
ControlContextGame
ControllerFourGame
ControllerOneGame
ControllerThreeGame
ControllerTwoGame
ControlsGamestatic
DataStorageGamestatic
DebugKeyEnabledGame
DebugLayerGame
DebugScreenVisibleGame
Dispose()Game
DoNextUpdate(Action action)Gamestatic
DoNextUpdate< T1 >(Action< T1 > action, T1 p1)Gamestatic
DoNextUpdate< T1, T2 >(Action< T1, T2 > action, T1 p1, T2 p2)Gamestatic
Draw(GameTime gameTime)Gameprotected
DrawPerimeterGame
DynamicLayersGame
Exit()Game
ExitingGamestatic
FactoryCreate< T >(string tag)Game
FPSDisplayGame
FPSWindowGame
Game()Game
Game(int device)Game
GetFirstObject(Predicate< GameObject > condition)Game
GetFirstWidget(Predicate< Widget > condition)Game
GetObjectAt(Vector position)Game
GetObjectAt(Vector position, double radius)Game
GetObjectAt(Vector position, object tag)Game
GetObjectAt(Vector position, object tag, double radius)Game
GetObjects(Predicate< GameObject > condition)Game
GetObjectsAt(Vector position)Game
GetObjectsAt(Vector position, double radius)Game
GetObjectsAt(Vector position, object tag)Game
GetObjectsAt(Vector position, object tag, double radius)Game
GetObjectsBetween(Vector pos1, Vector pos2)Game
GetObjectsWithTag(params string[] tags)Game
GetWidgetAt(Vector position)Game
GraphicsDeviceGamestatic
GravityPhysicsGame
Initialize()Gameprotected
InstanceGamestatic
InstanceInitializedGamestatic
IsFullScreenGame
IsModalGame
IsPausedGame
KeyboardGame
LayerCountGame
LayerDisplayGame
LayersGame
LayerWindowGame
LevelGame
LoadAnimation(string name)Gamestatic
LoadContent()Gameprotected
LoadFont(string name)Gamestatic
LoadGame(string tagName)Game
LoadImage(string name)Gamestatic
LoadImageFromResources(string name)Gamestatic
LoadImages(params string[] names)Gamestatic
LoadImages(string baseName, int startIndex, int endIndex, bool zeroPad=false)Gamestatic
LoadSoundEffect(string name)Gamestatic
LoadSoundEffectFromResources(string name)Gamestatic
LoadSoundEffects(params string[] names)Gamestatic
MaxLayerGame
MediaPlayerGame
MessageDisplayGame
MinLayerGame
MouseGame
NameGamestatic
OnExiting(object sender, EventArgs args)Gameprotected
OnObjectAdded(IGameObject obj)PhysicsGameBaseprotectedvirtual
OnObjectRemoved(IGameObject obj)PhysicsGameBaseprotectedvirtual
Paint(Canvas canvas)Gameprotectedvirtual
Pause()Game
PausedUpdate(Time time)Gameprotectedvirtual
PerimeterColorGame
PhoneGame
PhoneBackButtonGame
phsEnginePhysicsGameBaseprotected
PhysicsEnabledPhysicsGameBase
PhysicsGame()PhysicsGame
PhysicsGame(int device)PhysicsGame
PhysicsGameBase(int device)PhysicsGameBase
PlaySound(string name)Gamestatic
protectedCollisionHandlersPhysicsGameBaseprotected
RealTimeGamestatic
Jypeli::Game.Remove(IGameObject o)Game
Jypeli::Game.Remove(Layer l)Game
RemoveAllLayers()Game
RemoveCollisionHandlers(PhysicsObject obj=null, PhysicsObject target=null, object tag=null, Delegate handler=null)PhysicsGameBase
RemoveFactory< T >(string tag, Factory.FactoryMethod method)Game
ResetLayers()Game
SaveGame(string tagName)Game
ScreenGamestatic
SetWindowSize(int width, int height, bool fullscreen)Game
SetWindowSize(int width, int height)Game
ShowControlHelp()Game
ShowMessageWindow(string message)Game
SmoothTexturesGamestatic
StaticLayersGame
StopAll()PhysicsGameBase
TimeGamestatic
TitleGame
TouchPanelGame
Update(Time time)PhysicsGameBaseprotectedvirtual
Jypeli::Game.Update(GameTime gameTime)Gameprotected
UpdateHandlers(Time time)Gameprotected
WindGamestatic
WindowGamestatic