IGameContextΒΆ

interface IGameContext

Represents the state of the game at runtime. This interface is frequently used, and is passed in to Render and Update methods of all worlds and entities.

int FPS

Gets the frames-per-second of the current game.

Value:The FPS.
int FrameCount

Gets the number of frames that have been rendered in total during the game.

Value:The total number of frames rendered.
readonly Protogame.ICoreGame Game

Gets the game instance.

Value:The game instance.
GameTime GameTime

Gets the amount of game time elapsed since the last update or render step.

Value:The elapsed game time since the last update or render step.
readonly Protogame.IGameWindow Window

Gets the game window.

Value:The window the game is rendering in.
readonly IWorld World

Gets the current world.

Value:The current active world in the game.
readonly IWorldManager WorldManager

Gets the world manager.

Value:The world manager.
readonly IHierarchy Hierarchy

Gets the dependency injection hierarchy, which contains all worlds, entities and components.

Value:The dependency injection hierarchy, which contains all worlds, entities and components.
Ray MouseRay

Gets or sets the ray representing the mouse cursor in 3D space. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.

Value:The ray representing the mouse cursor in 3D space.
Plane MouseHorizontalPlane

Gets or sets the plane representing the mouse cursor’s Y position in 3D space. This forms a plane such that if it were projected back to the screen it would intersect the mouse’s Y position along the X axis of the screen. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.

Value:The plane representing the mouse cursor’s Y position in 3D space.
Plane MouseVerticalPlane

Gets or sets the plane representing the mouse cursor’s X position in 3D space. This forms a plane such that if it were projected back to the screen it would intersect the mouse’s X position along the Y axis of the screen. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.

Value:The plane representing the mouse cursor’s X position in 3D space.
void Begin()

Called by the game at the beginning of a frame, immediately before any update logic is processed. This method is used by the engine, and should not be called from user code.

IWorld CreateWorld<T>()

Creates the specified world and returns it.

Type Parameters:
 
  • T – The type of the world to create.
Returns:

The T:Protogame.IWorld.

IWorld CreateWorld<TFactory>(System.Func<TFactory, IWorld> creator)

Creates the specified world using a given factory and returns it.

Type Parameters:
 
  • TFactory – The type of the world to create.
Parameters:
  • IWorld> creator (System.Func<TFactory,) – The method used to create the world.
Returns:

The T:Protogame.IWorld.

void ResizeWindow(int width, int height)

Resizes the game window to the specified width and height. This method can only be called during the update step (not during rendering).

Parameters:
  • width (int) – The desired width of the game window.
  • height (int) – The desired height of the game window.
void SwitchWorld<T>()

Asynchronously switches the current active world to a new instance of the world, as specified by the given type.

Type Parameters:
 
  • T – The type of world to create and switch to.
void SwitchWorld<TFactory>(System.Func<TFactory, IWorld> creator)

Switches the current active world to a new instance of the world, using the specified factory method to create the instance of the world.

Type Parameters:
 
  • TFactory – The type of world to create and switch to.
Parameters:
  • IWorld> creator (System.Func<TFactory,) – The factory method used to create the world.
void SwitchWorld<TFactory>(System.Func<TFactory, Task`1> creator)

Asynchronously switches the current active world to a new instance of the world, using the specified factory method to create the instance of the world.

Type Parameters:
 
  • TFactory – The type of world to create and switch to.
Parameters:
  • Task`1> creator (System.Func<TFactory,) – The factory method used to create the world.
void SwitchWorld<T>(Protogame.T world)
Type Parameters:
 
  • T
Parameters:
  • world (Protogame.T) –