CoreGame<TInitialWorld, TWorldManager>¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.CoreGame{TInitialWorld} service via dependency injection to access this functionality.
Information documented here may not be up to date.
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class
CoreGame<TInitialWorld, TWorldManager>
: System.Object, Protogame.ICoreGame The implementation of Protogame’s base game class. In previous versions of Protogame, this acted as the base class for the developer’s Game class. However newer games written in Protogame should use T:Protogame.CoreGame`1 instead, as this correctly sets games to use the new render pipeline, which sets TWorldManager to be T:Protogame.RenderPipelineWorldManager automatically.
Type Parameters: - TInitialWorld – The initial world class to start the game with.
- TWorldManager – The world manager class for this game.
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readonly IGameContext
GameContext
Gets the current game context. You should not generally access this property; outside an explicit Update or Render loop, the state of the game context is not guaranteed. Inside the context of an Update or Render loop, the game context is already provided.
Value: The current game context.
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readonly IUpdateContext
UpdateContext
Gets the current update context. You should not generally access this property; outside an explicit Update loop, the state of the update context is not guaranteed. Inside the context of an Update loop, the update context is already provided.
Value: The current update context.
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readonly IRenderContext
RenderContext
Gets the current render context. You should not generally access this property; outside an explicit Render loop, the state of the render context is not guaranteed. Inside the context of an Render loop, the render context is already provided.
Value: The current update context.
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bool
IsMouseVisible
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readonly bool
IsActive
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readonly Protogame.IGameWindow
Window
A platform independent representation of a game window.
Value: The game window.
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readonly GraphicsDevice
GraphicsDevice
The graphics device used by the game.
Value: The graphics device.
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int
SkipFrames
The number of frames to skip before updating or rendering.
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readonly Protogame.IHostGame
HostGame
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readonly bool
HasLoadedContent
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public void
AssignHost
(Protogame.IHostGame hostGame) Called by P:Protogame.CoreGame`2.HostGame to assign itself to this game instance, allowing us to access MonoGame game members.
Parameters: - hostGame (Protogame.IHostGame) – The MonoGame game instance.
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public void
EnableImmediateStartFromHost
()
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public void
LoadContent
()
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public void
UnloadContent
()
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public void
DeviceLost
()
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public void
DeviceResetting
()
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public void
DeviceReset
()
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public void
ResourceCreated
(System.Object resource) Parameters: - resource (System.Object) –
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public void
ResourceDestroyed
(string name, System.Object tag) Parameters: - name (string) –
- tag (System.Object) –
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public void
add_Exiting
(System.EventHandler value) Parameters: - value (System.EventHandler) –
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public void
remove_Exiting
(System.EventHandler value) Parameters: - value (System.EventHandler) –
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public void
Exit
()
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public void
Dispose
(bool disposing) Parameters: - disposing (bool) –
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public void
Update
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
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public void
Draw
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
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public void
CloseRequested
(ref bool cancel) Parameters: - (ref) cancel (bool) –
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public void
PrepareGraphicsDeviceManager
(GraphicsDeviceManager graphicsDeviceManager) Prepares the graphics device manager.
If you want to change the initial size of the game window on startup, this is the place to do it. Override this method, and then set P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth and P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight.
Parameters: - graphicsDeviceManager (Microsoft.Xna.Framework.GraphicsDeviceManager) – The graphics device manager to prepare.
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public void
PrepareGameWindow
(Protogame.IGameWindow window) Prepares the game window.
If you want to change the initial position of the game window on startup, this is the place to do it. Override this method, and then set the window properties.
Parameters: - window (Protogame.IGameWindow) – The game window to prepare.
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public void
PrepareDeviceSettings
(GraphicsDeviceInformation deviceInformation) Prepares the graphics devices settings.
Parameters: - deviceInformation (Microsoft.Xna.Framework.GraphicsDeviceInformation) – The device information.