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Arcade
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Base class for all arcade games. More...
Public Member Functions | |
| delegate void | LoadGameAsyncCallback (IGame game) |
| void | PushPreUpdate (Action action) |
| void | Reset () |
| Manually unpauses and resets the game. More... | |
| void | RenderPausedFrame () |
| Renders the last frame shown before the game became paused. More... | |
Public Member Functions inherited from GameAPI.Sandboxing.Remotable | |
| void | Dispose () |
Static Public Member Functions | |
| static void | RegisterAPIAssembly (Assembly asm) |
| static void | FromAssemblyAsync (string path, string[] refPaths, Sandbox sandbox, LoadGameAsyncCallback callback) |
| static IGame | FromAssembly (string path, string[] refPaths, Sandbox sandbox) |
| static void | FromCSSourcesAsync (string baseDir, Sandbox sandbox, LoadGameAsyncCallback callback) |
| static IGame | FromCSSources (string baseDir, Sandbox sandbox) |
| static void | FromPackageAsync< TCabinet > (Sandbox sandbox, Stream stream, TCabinet cabinet, LoadGameAsyncCallback callback) |
| static IGame | FromPackage< TCabinet > (Sandbox sandbox, Stream stream, TCabinet cabinet=null) |
Public Attributes | |
| const int | SavedStateSizeLimit = 65535 |
| Maximum size of a game save state, in bytes. More... | |
Protected Member Functions | |
| virtual void | OnRegisterResourceTypes (ResourceManager library) |
| Used to register custom resource types to be used by the game. More... | |
| virtual void | OnInitialize () |
| Called when the game is about to start. More... | |
| virtual void | OnLoadResources (Resources volume) |
| Called when game resources are available to be loaded. More... | |
| virtual void | OnPause () |
| Called when the game is paused. More... | |
| virtual void | OnReset () |
| Called when the game resets and first begins. More... | |
| virtual void | OnResume () |
| Called when the game is resumed from a paused state. More... | |
| virtual void | OnUpdate () |
| Called at regular intervals, specified by UpdateRate, just before a frame is drawn. More... | |
| virtual void | OnRender () |
| Called at regular intervals, specified by UpdateRate, when a frame is being drawn. More... | |
| virtual void | OnRenderPauseScreen (double timeUntilReset) |
| Called in the place of OnRender() when the game is paused, with timeUntilReset in seconds. More... | |
| virtual void | OnSaveState (BinaryWriter writer) |
| Allows game state to be transferred between players so that they can pass control to each other when overridden along with OnLoadState(). More... | |
| virtual void | OnLoadState (BinaryReader reader) |
| Allows game state to be transferred between players so that they can pass control to each other when overridden along with OnSaveState(). More... | |
Protected Member Functions inherited from GameAPI.Sandboxing.Remotable | |
| virtual void | OnDispose () |
Properties | |
| IGameInfo | GameInfo [get] |
| Gets a structure containing general information about the game. More... | |
| IGraphicsInfo | GraphicsInfo [get] |
| Gets a structure containing information about the graphical specifications of the game. More... | |
| int | UpdateRate [get] |
| Gets the number of times this game updates per second. More... | |
| TimeSpan | TimeStep [get] |
| Gets the period between game updates in seconds. More... | |
| bool | IsPaused [get] |
| If true, the game is in a paused state and is not updating. More... | |
| ulong | Tick [get, set] |
| Gets the number of updates since the game first began. More... | |
| double | Time [get] |
| Gets the estimated number of seconds since the game first began. More... | |
| abstract int | LastFrameSize [get] |
| Gets the number of bytes needed to stream the previous frame. More... | |
| bool | CanTransferState [get] |
| If true, this game has implemented game state transmission between clients. More... | |
| bool | ResetWhenChangePlayer [get] |
| If true, this game hasn't implemented game state transmission and so must reset when changing player. More... | |
Properties inherited from GameAPI.IGame | |
| bool | IsPaused [get] |
| IGameInfo | GameInfo [get] |
| IGraphicsInfo | GraphicsInfo [get] |
Events | |
| EventHandler | Paused |
| EventHandler | Restarted |
| EventHandler | Resumed |
Events inherited from GameAPI.IGame | |
| EventHandler | Restarted |
Base class for all arcade games.
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inlinestatic |
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inlinestatic |
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inlinestatic |
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inlinestatic |
| TCabinet | : | class | |
| TCabinet | : | ICabinet |
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inlinestatic |
| TCabinet | : | class | |
| TCabinet | : | ICabinet |
| delegate void GameAPI.GameBase.LoadGameAsyncCallback | ( | IGame | game | ) |
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inlineprotectedvirtual |
Called when the game is about to start.
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inlineprotectedvirtual |
Called when game resources are available to be loaded.
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inlineprotectedvirtual |
Allows game state to be transferred between players so that they can pass control to each other when overridden along with OnSaveState().
| reader | BinaryReader to read game state from. |
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inlineprotectedvirtual |
Called when the game is paused.
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inlineprotectedvirtual |
Used to register custom resource types to be used by the game.
| library | Resource archive library to register custom resource types to. |
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inlineprotectedvirtual |
Called at regular intervals, specified by UpdateRate, when a frame is being drawn.
Reimplemented in GameAPI.BudgetBoy.Game.
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inlineprotectedvirtual |
Called in the place of OnRender() when the game is paused, with timeUntilReset in seconds.
Reimplemented in GameAPI.BudgetBoy.Game.
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inlineprotectedvirtual |
Called when the game resets and first begins.
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inlineprotectedvirtual |
Called when the game is resumed from a paused state.
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inlineprotectedvirtual |
Allows game state to be transferred between players so that they can pass control to each other when overridden along with OnLoadState().
| writer | BinaryWriter to write game state to. |
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inlineprotectedvirtual |
Called at regular intervals, specified by UpdateRate, just before a frame is drawn.
Reimplemented in GameAPI.BudgetBoy.Game.
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inline |
Implements GameAPI.IGame.
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inlinestatic |
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inline |
Renders the last frame shown before the game became paused.
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inline |
Manually unpauses and resets the game.
Implements GameAPI.IGame.
| const int GameAPI.GameBase.SavedStateSizeLimit = 65535 |
Maximum size of a game save state, in bytes.
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get |
If true, this game has implemented game state transmission between clients.
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get |
Gets a structure containing general information about the game.
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get |
Gets a structure containing information about the graphical specifications of the game.
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If true, the game is in a paused state and is not updating.
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get |
Gets the number of bytes needed to stream the previous frame.
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get |
If true, this game hasn't implemented game state transmission and so must reset when changing player.
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getset |
Gets the number of updates since the game first began.
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get |
Gets the estimated number of seconds since the game first began.
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get |
Gets the period between game updates in seconds.
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get |
Gets the number of times this game updates per second.
| EventHandler GameAPI.GameBase.Paused |
| EventHandler GameAPI.GameBase.Restarted |
| EventHandler GameAPI.GameBase.Resumed |