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2850 lines
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2 years ago
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 <span id="projectnumber">0.9.8.91</span>
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<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Namespaces</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Properties</a></div>
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<a href="#pub-methods">Public Member Functions</a> |
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<div class="title">Otter.Scene Class Reference</div> </div>
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<p>Class used to manage Entities. The active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> should update the active <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>, which then updates all of the contained Entities.
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<a href="class_otter_1_1_scene.html#details">More...</a></p>
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<table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:a7168e72d23ea27bcac8db1d311c1180b"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a7168e72d23ea27bcac8db1d311c1180b">Scene</a> (int width=0, int height=0)</td></tr>
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<tr class="memdesc:a7168e72d23ea27bcac8db1d311c1180b"><td class="mdescLeft"> </td><td class="mdescRight">Create a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> with a specified width and height. If the width and height are not defined they will be inferred by the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> class that uses the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a7168e72d23ea27bcac8db1d311c1180b">More...</a><br/></td></tr>
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<tr class="separator:a7168e72d23ea27bcac8db1d311c1180b"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aaff4db5a0bee696d0bb83a30764a9481"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aaff4db5a0bee696d0bb83a30764a9481">As< T ></a> ()</td></tr>
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<tr class="memdesc:aaff4db5a0bee696d0bb83a30764a9481"><td class="mdescLeft"> </td><td class="mdescRight">A handy shortcut for casting the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as a specific scene type. For some reason I just like this better than doing (<a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as Type).Whatever(); <a href="#aaff4db5a0bee696d0bb83a30764a9481">More...</a><br/></td></tr>
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<tr class="separator:aaff4db5a0bee696d0bb83a30764a9481"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a27b5414d3ddbd5be7ce1cf2f83685e4d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a27b5414d3ddbd5be7ce1cf2f83685e4d">CenterCamera</a> (float x, float y)</td></tr>
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<tr class="memdesc:a27b5414d3ddbd5be7ce1cf2f83685e4d"><td class="mdescLeft"> </td><td class="mdescRight">Centers the camera of the scene. <a href="#a27b5414d3ddbd5be7ce1cf2f83685e4d">More...</a><br/></td></tr>
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<tr class="separator:a27b5414d3ddbd5be7ce1cf2f83685e4d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9d91b1a00f1ed855a12d4e42be3aa12a"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9d91b1a00f1ed855a12d4e42be3aa12a">Add< T ></a> (T e)</td></tr>
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<tr class="memdesc:a9d91b1a00f1ed855a12d4e42be3aa12a"><td class="mdescLeft"> </td><td class="mdescRight">Add an entity to the scene. <a href="#a9d91b1a00f1ed855a12d4e42be3aa12a">More...</a><br/></td></tr>
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<tr class="separator:a9d91b1a00f1ed855a12d4e42be3aa12a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ac76217a0d7ab3f02b293ec0cfd68e3aa"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ac76217a0d7ab3f02b293ec0cfd68e3aa">Add< T ></a> (params object[] constructorArgs)</td></tr>
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<tr class="memdesc:ac76217a0d7ab3f02b293ec0cfd68e3aa"><td class="mdescLeft"> </td><td class="mdescRight">Create and add a new <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#ac76217a0d7ab3f02b293ec0cfd68e3aa">More...</a><br/></td></tr>
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<tr class="separator:ac76217a0d7ab3f02b293ec0cfd68e3aa"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9ee6285c4443a1583a2891e03c9c86f1"><td class="memItemLeft" align="right" valign="top">List< T > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9ee6285c4443a1583a2891e03c9c86f1">Add< T ></a> (List< T > entities)</td></tr>
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<tr class="memdesc:a9ee6285c4443a1583a2891e03c9c86f1"><td class="mdescLeft"> </td><td class="mdescRight">Add a list of Entities to the scene. <a href="#a9ee6285c4443a1583a2891e03c9c86f1">More...</a><br/></td></tr>
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<tr class="memitem:a4c50fe1fc7b8581b35fd0d232d520b22"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4c50fe1fc7b8581b35fd0d232d520b22">AddUnique< T ></a> (T e)</td></tr>
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<tr class="memdesc:a4c50fe1fc7b8581b35fd0d232d520b22"><td class="mdescLeft"> </td><td class="mdescRight">Adds an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> only if no other Entities of that type exist in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already. <a href="#a4c50fe1fc7b8581b35fd0d232d520b22">More...</a><br/></td></tr>
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<tr class="memitem:a22b999a150ffd318ac78822364c24c70"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a22b999a150ffd318ac78822364c24c70">AddUnique< T ></a> (params object[] constructorArgs)</td></tr>
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<tr class="memdesc:a22b999a150ffd318ac78822364c24c70"><td class="mdescLeft"> </td><td class="mdescRight">Creates an adds an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> if there is no <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of that type in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already. <a href="#a22b999a150ffd318ac78822364c24c70">More...</a><br/></td></tr>
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<tr class="separator:a22b999a150ffd318ac78822364c24c70"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad3fc937e1e657a76dd97eb922b868edb"><td class="memItemLeft" align="right" valign="top">List< T > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ad3fc937e1e657a76dd97eb922b868edb">AddUnique< T ></a> (List< T > entities)</td></tr>
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<tr class="memdesc:ad3fc937e1e657a76dd97eb922b868edb"><td class="mdescLeft"> </td><td class="mdescRight">Adds a list of Entities to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> if there is no <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of that type added already. <a href="#ad3fc937e1e657a76dd97eb922b868edb">More...</a><br/></td></tr>
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<tr class="memitem:ae685947a12456a3744f2cbc5e2b8b704"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ae685947a12456a3744f2cbc5e2b8b704">AddMultiple</a> (params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] entities)</td></tr>
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<tr class="memdesc:ae685947a12456a3744f2cbc5e2b8b704"><td class="mdescLeft"> </td><td class="mdescRight">Add multiple entities to the scene. <a href="#ae685947a12456a3744f2cbc5e2b8b704">More...</a><br/></td></tr>
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<tr class="memitem:a757f9f1b80679393881b032709235e15"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a757f9f1b80679393881b032709235e15">SetGraphic< T ></a> (T g)</td></tr>
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<tr class="memdesc:a757f9f1b80679393881b032709235e15"><td class="mdescLeft"> </td><td class="mdescRight">Set the only graphic of the scene. <a href="#a757f9f1b80679393881b032709235e15">More...</a><br/></td></tr>
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<tr class="memitem:ad36ad4b4e51fee8d03b97412aef829ed"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ad36ad4b4e51fee8d03b97412aef829ed">AddGraphic< T ></a> (T g)</td></tr>
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<tr class="memdesc:ad36ad4b4e51fee8d03b97412aef829ed"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the scene. <a href="#ad36ad4b4e51fee8d03b97412aef829ed">More...</a><br/></td></tr>
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<tr class="memitem:a3f319a700403259315ae971e7fc090ef"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a3f319a700403259315ae971e7fc090ef">AddGraphic< T ></a> (T g, float x, float y)</td></tr>
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<tr class="memdesc:a3f319a700403259315ae971e7fc090ef"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a3f319a700403259315ae971e7fc090ef">More...</a><br/></td></tr>
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<tr class="memitem:a161c9618800fe491c01fc8c6ea690236"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a161c9618800fe491c01fc8c6ea690236">AddGraphics</a> (params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] graphics)</td></tr>
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<tr class="memdesc:a161c9618800fe491c01fc8c6ea690236"><td class="mdescLeft"> </td><td class="mdescRight">Add multiple graphics to the scene. <a href="#a161c9618800fe491c01fc8c6ea690236">More...</a><br/></td></tr>
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<tr class="memitem:a4c4c32e2a93a6480e5bba7313012f2d1"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4c4c32e2a93a6480e5bba7313012f2d1">RemoveGraphic< T ></a> (T g)</td></tr>
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<tr class="memdesc:a4c4c32e2a93a6480e5bba7313012f2d1"><td class="mdescLeft"> </td><td class="mdescRight">Removes a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> from the scene. <a href="#a4c4c32e2a93a6480e5bba7313012f2d1">More...</a><br/></td></tr>
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<tr class="separator:a4c4c32e2a93a6480e5bba7313012f2d1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad7f0ba64f52032c1170d5c8c1be7c543"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ad7f0ba64f52032c1170d5c8c1be7c543">ClearGraphics</a> ()</td></tr>
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<tr class="memdesc:ad7f0ba64f52032c1170d5c8c1be7c543"><td class="mdescLeft"> </td><td class="mdescRight">Removes all Graphics from the scene. <a href="#ad7f0ba64f52032c1170d5c8c1be7c543">More...</a><br/></td></tr>
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<tr class="separator:ad7f0ba64f52032c1170d5c8c1be7c543"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a44cff6df9ac6ec0b6fc401ec3e35887c"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a44cff6df9ac6ec0b6fc401ec3e35887c">AddGraphicGUI< T ></a> (T g)</td></tr>
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<tr class="memdesc:a44cff6df9ac6ec0b6fc401ec3e35887c"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets its Scroll value to 0. <a href="#a44cff6df9ac6ec0b6fc401ec3e35887c">More...</a><br/></td></tr>
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<tr class="separator:a44cff6df9ac6ec0b6fc401ec3e35887c"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a0b68a9ee8c1287024173ad0c541cab55"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a0b68a9ee8c1287024173ad0c541cab55">AddGraphicGUI< T ></a> (T g, float x, float y)</td></tr>
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<tr class="memdesc:a0b68a9ee8c1287024173ad0c541cab55"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets its Scroll value to 0. <a href="#a0b68a9ee8c1287024173ad0c541cab55">More...</a><br/></td></tr>
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<tr class="separator:a0b68a9ee8c1287024173ad0c541cab55"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab2d180ed6fac0040bd43701db6cc5737"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ab2d180ed6fac0040bd43701db6cc5737">AddGraphicsGUI</a> (params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] graphics)</td></tr>
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<tr class="memdesc:ab2d180ed6fac0040bd43701db6cc5737"><td class="mdescLeft"> </td><td class="mdescRight">Adds graphics to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets their Scroll values to 0. <a href="#ab2d180ed6fac0040bd43701db6cc5737">More...</a><br/></td></tr>
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<tr class="memitem:ac0ddf5c33dc056912c6df6c98d38f1d3"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ac0ddf5c33dc056912c6df6c98d38f1d3">Remove< T ></a> (T e)</td></tr>
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<tr class="memdesc:ac0ddf5c33dc056912c6df6c98d38f1d3"><td class="mdescLeft"> </td><td class="mdescRight">Removes an entity from the scene. <a href="#ac0ddf5c33dc056912c6df6c98d38f1d3">More...</a><br/></td></tr>
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<tr class="memitem:af43cac837b38478ac662ab450e5cf6e1"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#af43cac837b38478ac662ab450e5cf6e1">Remove< T ></a> ()</td></tr>
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<tr class="memdesc:af43cac837b38478ac662ab450e5cf6e1"><td class="mdescLeft"> </td><td class="mdescRight">Removes the first <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#af43cac837b38478ac662ab450e5cf6e1">More...</a><br/></td></tr>
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<tr class="memitem:a4b930379d2bab99bd236bcee70d91f4f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a4b930379d2bab99bd236bcee70d91f4f"></a>
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void </td><td class="memItemRight" valign="bottom"><b>Remove< T ></b> (List< T > entities)</td></tr>
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<tr class="memitem:a31e711c0cc048a6a2ad13e8c3e10d530"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a31e711c0cc048a6a2ad13e8c3e10d530">RemoveAll</a> ()</td></tr>
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<tr class="memdesc:a31e711c0cc048a6a2ad13e8c3e10d530"><td class="mdescLeft"> </td><td class="mdescRight">Remove all entities from the scene. <a href="#a31e711c0cc048a6a2ad13e8c3e10d530">More...</a><br/></td></tr>
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<tr class="separator:a31e711c0cc048a6a2ad13e8c3e10d530"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a5c8dd73a8dc3d0da7ffc607eb4eca25b"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5c8dd73a8dc3d0da7ffc607eb4eca25b"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>RemoveMultiple</b> (params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] entities)</td></tr>
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<tr class="memitem:aa2753854c6d5a3b7a38b9b927a30d5f6"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa2753854c6d5a3b7a38b9b927a30d5f6"></a>
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T </td><td class="memItemRight" valign="bottom"><b>RemoveNextFrame< T ></b> (T e)</td></tr>
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<tr class="memitem:a642f12671d00e4413983934554eeb000"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a642f12671d00e4413983934554eeb000">AddSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> target)</td></tr>
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<tr class="memdesc:a642f12671d00e4413983934554eeb000"><td class="mdescLeft"> </td><td class="mdescRight">Add a surface to the list of surfaces that the scene should render to. This only applies to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>'s graphics, NOT the entities in the scene. <a href="#a642f12671d00e4413983934554eeb000">More...</a><br/></td></tr>
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<tr class="memitem:ace9493c946ceb22d6417a36ad8508962"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ace9493c946ceb22d6417a36ad8508962">RemoveSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> target)</td></tr>
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<tr class="memdesc:ace9493c946ceb22d6417a36ad8508962"><td class="mdescLeft"> </td><td class="mdescRight">Remove a surface from the list of targets that the scene should render to. <a href="#ace9493c946ceb22d6417a36ad8508962">More...</a><br/></td></tr>
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<tr class="separator:ace9493c946ceb22d6417a36ad8508962"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a1fdd329c0774a5d7dd56088d4fc703ac"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a1fdd329c0774a5d7dd56088d4fc703ac">ClearSurfaces</a> ()</td></tr>
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<tr class="memdesc:a1fdd329c0774a5d7dd56088d4fc703ac"><td class="mdescLeft"> </td><td class="mdescRight">Remove all surface targets and revert back to the default game surface. <a href="#a1fdd329c0774a5d7dd56088d4fc703ac">More...</a><br/></td></tr>
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<tr class="separator:a1fdd329c0774a5d7dd56088d4fc703ac"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a08e04dfba7b3cf95d3596b3003bf2e25"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a08e04dfba7b3cf95d3596b3003bf2e25">SendToBack</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
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<tr class="memdesc:a08e04dfba7b3cf95d3596b3003bf2e25"><td class="mdescLeft"> </td><td class="mdescRight">Sends an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the back of its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. <a href="#a08e04dfba7b3cf95d3596b3003bf2e25">More...</a><br/></td></tr>
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<tr class="separator:a08e04dfba7b3cf95d3596b3003bf2e25"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a1d0c00de5a30915d52f6681e3f25d1a5"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a1d0c00de5a30915d52f6681e3f25d1a5">SendBackward</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
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<tr class="memdesc:a1d0c00de5a30915d52f6681e3f25d1a5"><td class="mdescLeft"> </td><td class="mdescRight">Sends an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> further back in its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. <a href="#a1d0c00de5a30915d52f6681e3f25d1a5">More...</a><br/></td></tr>
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<tr class="separator:a1d0c00de5a30915d52f6681e3f25d1a5"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acd6008b6a8085c7921dd796f1d75de90"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#acd6008b6a8085c7921dd796f1d75de90">BringForward</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
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<tr class="memdesc:acd6008b6a8085c7921dd796f1d75de90"><td class="mdescLeft"> </td><td class="mdescRight">Brings an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> further forward in its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. <a href="#acd6008b6a8085c7921dd796f1d75de90">More...</a><br/></td></tr>
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<tr class="separator:acd6008b6a8085c7921dd796f1d75de90"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a617a87927b62a10cf3685654c364abc9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a617a87927b62a10cf3685654c364abc9">BringToFront</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
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<tr class="memdesc:a617a87927b62a10cf3685654c364abc9"><td class="mdescLeft"> </td><td class="mdescRight">Brings an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the front of its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. <a href="#a617a87927b62a10cf3685654c364abc9">More...</a><br/></td></tr>
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<tr class="memitem:adfa0e84b49095baea742aa0863f70336"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#adfa0e84b49095baea742aa0863f70336">Begin</a> ()</td></tr>
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<tr class="memdesc:adfa0e84b49095baea742aa0863f70336"><td class="mdescLeft"> </td><td class="mdescRight">Called when the scene begins after being switched to, or added to the stack. <a href="#adfa0e84b49095baea742aa0863f70336">More...</a><br/></td></tr>
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<tr class="memitem:add2ad394bce2fb516b48cb047ae025df"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#add2ad394bce2fb516b48cb047ae025df">End</a> ()</td></tr>
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<tr class="memdesc:add2ad394bce2fb516b48cb047ae025df"><td class="mdescLeft"> </td><td class="mdescRight">Called when the scene ends after being switched away from, or removed from the stack. <a href="#add2ad394bce2fb516b48cb047ae025df">More...</a><br/></td></tr>
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<tr class="memitem:a5476c56a7d2a27bdd5d32d56c2ba3150"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a5476c56a7d2a27bdd5d32d56c2ba3150">Pause</a> ()</td></tr>
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<tr class="memdesc:a5476c56a7d2a27bdd5d32d56c2ba3150"><td class="mdescLeft"> </td><td class="mdescRight">Called when the scene is paused because a new scene is stacked on it. <a href="#a5476c56a7d2a27bdd5d32d56c2ba3150">More...</a><br/></td></tr>
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<tr class="separator:a5476c56a7d2a27bdd5d32d56c2ba3150"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a023099c3546f6af2205ebf786a19b53a"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a023099c3546f6af2205ebf786a19b53a">Resume</a> ()</td></tr>
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<tr class="memdesc:a023099c3546f6af2205ebf786a19b53a"><td class="mdescLeft"> </td><td class="mdescRight">Called when the scene resumes after a scene is added above it. <a href="#a023099c3546f6af2205ebf786a19b53a">More...</a><br/></td></tr>
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<tr class="separator:a023099c3546f6af2205ebf786a19b53a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ae8dd39062ca09e06882f2dde4c17e420"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ae8dd39062ca09e06882f2dde4c17e420">UpdateFirst</a> ()</td></tr>
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<tr class="memdesc:ae8dd39062ca09e06882f2dde4c17e420"><td class="mdescLeft"> </td><td class="mdescRight">The first update of the scene. <a href="#ae8dd39062ca09e06882f2dde4c17e420">More...</a><br/></td></tr>
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<tr class="separator:ae8dd39062ca09e06882f2dde4c17e420"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a44d4beea920e0126fdb8140cf6651024"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a44d4beea920e0126fdb8140cf6651024">UpdateLast</a> ()</td></tr>
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<tr class="memdesc:a44d4beea920e0126fdb8140cf6651024"><td class="mdescLeft"> </td><td class="mdescRight">The last update of the scene. <a href="#a44d4beea920e0126fdb8140cf6651024">More...</a><br/></td></tr>
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<tr class="separator:a44d4beea920e0126fdb8140cf6651024"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a041c157e33abe294cc3825da7dbed954"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a041c157e33abe294cc3825da7dbed954">Update</a> ()</td></tr>
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<tr class="memdesc:a041c157e33abe294cc3825da7dbed954"><td class="mdescLeft"> </td><td class="mdescRight">The main update loop of the scene. <a href="#a041c157e33abe294cc3825da7dbed954">More...</a><br/></td></tr>
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<tr class="memitem:a821df3133df540e897ab340d7cc883c9"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a821df3133df540e897ab340d7cc883c9">Render</a> ()</td></tr>
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<tr class="memdesc:a821df3133df540e897ab340d7cc883c9"><td class="mdescLeft"> </td><td class="mdescRight">Renders the scene. Graphics added to the scene render first. Graphics drawn in <a class="el" href="class_otter_1_1_scene.html#a821df3133df540e897ab340d7cc883c9" title="Renders the scene. Graphics added to the scene render first. Graphics drawn in Render() will render o...">Render()</a> will render on top of all entities. <a href="#a821df3133df540e897ab340d7cc883c9">More...</a><br/></td></tr>
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<tr class="memitem:a4c54a2125fd437cd6d178accbfea158a"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4c54a2125fd437cd6d178accbfea158a">UpdateLists</a> ()</td></tr>
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<tr class="memdesc:a4c54a2125fd437cd6d178accbfea158a"><td class="mdescLeft"> </td><td class="mdescRight">Update the internal lists stored by the scene. The engine will usually take care of this! <a href="#a4c54a2125fd437cd6d178accbfea158a">More...</a><br/></td></tr>
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<tr class="memitem:af5d975801ac5cb979dbea1cfcf317c6f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_tween.html">Tween</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#af5d975801ac5cb979dbea1cfcf317c6f">Tween</a> (object target, object values, float duration, float delay=0)</td></tr>
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<tr class="memdesc:af5d975801ac5cb979dbea1cfcf317c6f"><td class="mdescLeft"> </td><td class="mdescRight">Tweens a set of numeric properties on an object. <a href="#af5d975801ac5cb979dbea1cfcf317c6f">More...</a><br/></td></tr>
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<tr class="memitem:a27125812492951cf6b1050833aa0f4a9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a27125812492951cf6b1050833aa0f4a9">PauseGroup</a> (int group)</td></tr>
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<tr class="memdesc:a27125812492951cf6b1050833aa0f4a9"><td class="mdescLeft"> </td><td class="mdescRight">Pause a group of entities. <a href="#a27125812492951cf6b1050833aa0f4a9">More...</a><br/></td></tr>
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<tr class="memitem:a1c38dceddbaece7676d4475486ed1afd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a1c38dceddbaece7676d4475486ed1afd">ResumeGroup</a> (int group)</td></tr>
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<tr class="memdesc:a1c38dceddbaece7676d4475486ed1afd"><td class="mdescLeft"> </td><td class="mdescRight">Resume a paused group of entities. <a href="#a1c38dceddbaece7676d4475486ed1afd">More...</a><br/></td></tr>
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<tr class="memitem:a34ac564053b5285b7dc468d3698256e0"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a34ac564053b5285b7dc468d3698256e0">PauseGroupToggle</a> (int group)</td></tr>
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<tr class="memdesc:a34ac564053b5285b7dc468d3698256e0"><td class="mdescLeft"> </td><td class="mdescRight">Pause or resume a group of entities. If paused, resume. If running, pause. <a href="#a34ac564053b5285b7dc468d3698256e0">More...</a><br/></td></tr>
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<tr class="memitem:ab2e357f80742c451bb2f81b5ceba0ec5"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ab2e357f80742c451bb2f81b5ceba0ec5">IsGroupPaused</a> (int group)</td></tr>
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<tr class="memdesc:ab2e357f80742c451bb2f81b5ceba0ec5"><td class="mdescLeft"> </td><td class="mdescRight">If a group of entities is currently paused. Note that pausing wont happen until the next update aftering calling pause. <a href="#ab2e357f80742c451bb2f81b5ceba0ec5">More...</a><br/></td></tr>
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<tr class="separator:ab2e357f80742c451bb2f81b5ceba0ec5"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a83f356f0aa69a74e2a59bab37c67502b"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a83f356f0aa69a74e2a59bab37c67502b">GetEntitiesInGroup</a> (int group)</td></tr>
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<tr class="memdesc:a83f356f0aa69a74e2a59bab37c67502b"><td class="mdescLeft"> </td><td class="mdescRight">Returns a list of all the entities in the given group. <a href="#a83f356f0aa69a74e2a59bab37c67502b">More...</a><br/></td></tr>
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<tr class="separator:a83f356f0aa69a74e2a59bab37c67502b"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:af20c9221783f37bb6546bb2d801dabac"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#af20c9221783f37bb6546bb2d801dabac">GetEntitiesInLayer</a> (int layer)</td></tr>
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<tr class="memdesc:af20c9221783f37bb6546bb2d801dabac"><td class="mdescLeft"> </td><td class="mdescRight">Returns a list of all the Entities in the given layer. <a href="#af20c9221783f37bb6546bb2d801dabac">More...</a><br/></td></tr>
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<tr class="memitem:a6759f88f0bf0b0edd7e12c4bbccf3d5d"><td class="memItemLeft" align="right" valign="top">List< T > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a6759f88f0bf0b0edd7e12c4bbccf3d5d">GetEntities< T ></a> ()</td></tr>
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<tr class="memdesc:a6759f88f0bf0b0edd7e12c4bbccf3d5d"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of entities of type T from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a6759f88f0bf0b0edd7e12c4bbccf3d5d">More...</a><br/></td></tr>
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<tr class="memitem:ac57ae434bf7afd9d4bc692924627a587"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac57ae434bf7afd9d4bc692924627a587"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesAll</b> ()</td></tr>
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<tr class="separator:ac57ae434bf7afd9d4bc692924627a587"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ac1a9d91d882ec63a884e02086993e3dd"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ac1a9d91d882ec63a884e02086993e3dd">GetEntities</a> (Type t)</td></tr>
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<tr class="memdesc:ac1a9d91d882ec63a884e02086993e3dd"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of Entities of a type from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#ac1a9d91d882ec63a884e02086993e3dd">More...</a><br/></td></tr>
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<tr class="separator:ac1a9d91d882ec63a884e02086993e3dd"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abf4006e9519e81f357b6a877dc9d257d"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#abf4006e9519e81f357b6a877dc9d257d">GetEntity< T ></a> ()</td></tr>
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<tr class="memdesc:abf4006e9519e81f357b6a877dc9d257d"><td class="mdescLeft"> </td><td class="mdescRight">Get the first instance of an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T. <a href="#abf4006e9519e81f357b6a877dc9d257d">More...</a><br/></td></tr>
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<tr class="memitem:a9631dbf27f78130365353558eca6b713"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9631dbf27f78130365353558eca6b713">GetEntities</a> (int colliderTag)</td></tr>
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<tr class="memdesc:a9631dbf27f78130365353558eca6b713"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> that matches a specified tag. <a href="#a9631dbf27f78130365353558eca6b713">More...</a><br/></td></tr>
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<tr class="memitem:ae5f4602fd410dc3d8b722730073c71f6"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ae5f4602fd410dc3d8b722730073c71f6">GetEntities</a> (Enum colliderTag)</td></tr>
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<tr class="memdesc:ae5f4602fd410dc3d8b722730073c71f6"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> that matches a specified tag. <a href="#ae5f4602fd410dc3d8b722730073c71f6">More...</a><br/></td></tr>
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<tr class="memitem:a1fd47d9b5a204ff4ff5e126b090dd091"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1fd47d9b5a204ff4ff5e126b090dd091"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1 ></b> ()</td></tr>
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<tr class="memitem:a7d51da0bc8af5aa7653612cb7073b401"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a7d51da0bc8af5aa7653612cb7073b401"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1, T2 ></b> ()</td></tr>
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<tr class="memitem:ac54e1e61eb0bc8e137af6d9ea1e95a6e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac54e1e61eb0bc8e137af6d9ea1e95a6e"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1, T2, T3 ></b> ()</td></tr>
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<tr class="separator:ac54e1e61eb0bc8e137af6d9ea1e95a6e"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a0f687ff051da4e812008edda959727ee"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0f687ff051da4e812008edda959727ee"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1, T2, T3, T4 ></b> ()</td></tr>
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<tr class="memitem:ad804bac1befbdcdb0b32bfd45d2fdd00"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ad804bac1befbdcdb0b32bfd45d2fdd00"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1, T2, T3, T4, T5 ></b> ()</td></tr>
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<tr class="separator:ad804bac1befbdcdb0b32bfd45d2fdd00"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a7dd37c4a1945a5fc1a6113500cf035f7"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a7dd37c4a1945a5fc1a6113500cf035f7"></a>
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List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><b>GetEntitiesWith< T1, T2, T3, T4, T5, T6 ></b> ()</td></tr>
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<tr class="separator:a7dd37c4a1945a5fc1a6113500cf035f7"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aae4c4f482141f205949153c54301a1e3"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aae4c4f482141f205949153c54301a1e3">GetColliders</a> (int tag)</td></tr>
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<tr class="memdesc:aae4c4f482141f205949153c54301a1e3"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of Colliders that match a specified tag. <a href="#aae4c4f482141f205949153c54301a1e3">More...</a><br/></td></tr>
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<tr class="separator:aae4c4f482141f205949153c54301a1e3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab84957a1ebee677ccef727ed7f2fd23d"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ab84957a1ebee677ccef727ed7f2fd23d">GetColliders</a> (Enum tag)</td></tr>
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<tr class="memdesc:ab84957a1ebee677ccef727ed7f2fd23d"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of Colliders that match a specified tag. <a href="#ab84957a1ebee677ccef727ed7f2fd23d">More...</a><br/></td></tr>
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<tr class="separator:ab84957a1ebee677ccef727ed7f2fd23d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a4986eb99940f77ab63b0665f071dc0d4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4986eb99940f77ab63b0665f071dc0d4">GetTopEntity</a> (params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] entities)</td></tr>
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<tr class="memdesc:a4986eb99940f77ab63b0665f071dc0d4"><td class="mdescLeft"> </td><td class="mdescRight">Get the top most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the rendering order from a set of Entities. <a href="#a4986eb99940f77ab63b0665f071dc0d4">More...</a><br/></td></tr>
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<tr class="separator:a4986eb99940f77ab63b0665f071dc0d4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aa287ae00728998d683b803fb6e675534"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aa287ae00728998d683b803fb6e675534">GetBottomEntity</a> (params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] entities)</td></tr>
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<tr class="memdesc:aa287ae00728998d683b803fb6e675534"><td class="mdescLeft"> </td><td class="mdescRight">Get the bottom most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the rendering order from a set of Entities. <a href="#aa287ae00728998d683b803fb6e675534">More...</a><br/></td></tr>
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<tr class="separator:aa287ae00728998d683b803fb6e675534"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a53514a939cf1cd84f4fa54233b30fbdc"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a53514a939cf1cd84f4fa54233b30fbdc">GetCount< T ></a> ()</td></tr>
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<tr class="memdesc:a53514a939cf1cd84f4fa54233b30fbdc"><td class="mdescLeft"> </td><td class="mdescRight">Count how many entities of type T are in this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a53514a939cf1cd84f4fa54233b30fbdc">More...</a><br/></td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
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Public Attributes</h2></td></tr>
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<tr class="memitem:a2a7868b53753aa75bf3774122e9d81be"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a2a7868b53753aa75bf3774122e9d81be">Tweener</a> = new <a class="el" href="class_otter_1_1_tweener.html">Tweener</a>()</td></tr>
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<tr class="memdesc:a2a7868b53753aa75bf3774122e9d81be"><td class="mdescLeft"> </td><td class="mdescRight">The Glide instance for this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> to control all tweens. <a href="#a2a7868b53753aa75bf3774122e9d81be">More...</a><br/></td></tr>
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<tr class="memitem:ac2fb41180081d674fa96195b246ce1e6"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ac2fb41180081d674fa96195b246ce1e6">Timer</a></td></tr>
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<tr class="memdesc:ac2fb41180081d674fa96195b246ce1e6"><td class="mdescLeft"> </td><td class="mdescRight">The current time since this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> has started. <a href="#ac2fb41180081d674fa96195b246ce1e6">More...</a><br/></td></tr>
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<tr class="memitem:a77865ce8c110e2c191bb4de920696e6f"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a77865ce8c110e2c191bb4de920696e6f">OnUpdate</a> = delegate { }</td></tr>
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<tr class="memdesc:a77865ce8c110e2c191bb4de920696e6f"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a041c157e33abe294cc3825da7dbed954" title="The main update loop of the scene. ">Update()</a>. <a href="#a77865ce8c110e2c191bb4de920696e6f">More...</a><br/></td></tr>
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<tr class="memitem:a70348a5caec73980af6a0affa9cf59b3"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a70348a5caec73980af6a0affa9cf59b3">OnUpdateFirst</a> = delegate { }</td></tr>
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<tr class="memdesc:a70348a5caec73980af6a0affa9cf59b3"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#ae8dd39062ca09e06882f2dde4c17e420" title="The first update of the scene. ">UpdateFirst()</a>. <a href="#a70348a5caec73980af6a0affa9cf59b3">More...</a><br/></td></tr>
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<tr class="memitem:a84143230943aaa3539d26e55b652633d"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a84143230943aaa3539d26e55b652633d">OnUpdateLast</a> = delegate { }</td></tr>
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<tr class="memdesc:a84143230943aaa3539d26e55b652633d"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a44d4beea920e0126fdb8140cf6651024" title="The last update of the scene. ">UpdateLast()</a>. <a href="#a84143230943aaa3539d26e55b652633d">More...</a><br/></td></tr>
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<tr class="memitem:a9b0c7c41e525a9fdda42c3701fbf629f"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9b0c7c41e525a9fdda42c3701fbf629f">OnRender</a> = delegate { }</td></tr>
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<tr class="memdesc:a9b0c7c41e525a9fdda42c3701fbf629f"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a821df3133df540e897ab340d7cc883c9" title="Renders the scene. Graphics added to the scene render first. Graphics drawn in Render() will render o...">Render()</a>, after all entities have been rendered. <a href="#a9b0c7c41e525a9fdda42c3701fbf629f">More...</a><br/></td></tr>
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<tr class="separator:a9b0c7c41e525a9fdda42c3701fbf629f"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a4778c823a8b19ec266d17b7ee131bfd0"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4778c823a8b19ec266d17b7ee131bfd0">OnBegin</a> = delegate { }</td></tr>
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<tr class="memdesc:a4778c823a8b19ec266d17b7ee131bfd0"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#adfa0e84b49095baea742aa0863f70336" title="Called when the scene begins after being switched to, or added to the stack. ">Begin()</a>. <a href="#a4778c823a8b19ec266d17b7ee131bfd0">More...</a><br/></td></tr>
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<tr class="memitem:aeecaa4274a722a188d93fbbb17d8f0a9"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aeecaa4274a722a188d93fbbb17d8f0a9">OnEnd</a> = delegate { }</td></tr>
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<tr class="memdesc:aeecaa4274a722a188d93fbbb17d8f0a9"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers during <a class="el" href="class_otter_1_1_scene.html#add2ad394bce2fb516b48cb047ae025df" title="Called when the scene ends after being switched away from, or removed from the stack. ">End()</a>. <a href="#aeecaa4274a722a188d93fbbb17d8f0a9">More...</a><br/></td></tr>
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<tr class="memitem:af88438461d18183291d935c861e742ad"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#af88438461d18183291d935c861e742ad">OnAdd</a> = delegate { }</td></tr>
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<tr class="memdesc:af88438461d18183291d935c861e742ad"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers when an entity is Added. <a href="#af88438461d18183291d935c861e742ad">More...</a><br/></td></tr>
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<tr class="memitem:a4714d7643c14008326fe3a782347d6fc"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4714d7643c14008326fe3a782347d6fc">OnRemove</a> = delegate { }</td></tr>
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<tr class="memdesc:a4714d7643c14008326fe3a782347d6fc"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers when an entity is removed. <a href="#a4714d7643c14008326fe3a782347d6fc">More...</a><br/></td></tr>
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<tr class="memitem:a17c49ca0bec52dfb4afba637cd6dad84"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a17c49ca0bec52dfb4afba637cd6dad84">OnPause</a> = delegate { }</td></tr>
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<tr class="memdesc:a17c49ca0bec52dfb4afba637cd6dad84"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is paused because a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is stacked on top of it. <a href="#a17c49ca0bec52dfb4afba637cd6dad84">More...</a><br/></td></tr>
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<tr class="memitem:a065b3ecc2aefff419a1ed01e4b3c441f"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a065b3ecc2aefff419a1ed01e4b3c441f">OnResume</a> = delegate { }</td></tr>
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<tr class="memdesc:a065b3ecc2aefff419a1ed01e4b3c441f"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is resumed because the active <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> on top of it was popped. <a href="#a065b3ecc2aefff419a1ed01e4b3c441f">More...</a><br/></td></tr>
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<tr class="memitem:a0633a07d0fdee1e77972c5a3ebd0260c"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a0633a07d0fdee1e77972c5a3ebd0260c">OnCameraUpdate</a> = delegate { }</td></tr>
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<tr class="memdesc:a0633a07d0fdee1e77972c5a3ebd0260c"><td class="mdescLeft"> </td><td class="mdescRight">An action that triggers after the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> has updated the camera positions for the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>'s Surfaces. <a href="#a0633a07d0fdee1e77972c5a3ebd0260c">More...</a><br/></td></tr>
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<tr class="separator:a0633a07d0fdee1e77972c5a3ebd0260c"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a37952fd3d0226a58d789c72f9b1f5429"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a37952fd3d0226a58d789c72f9b1f5429">CameraAngle</a></td></tr>
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<tr class="memdesc:a37952fd3d0226a58d789c72f9b1f5429"><td class="mdescLeft"> </td><td class="mdescRight">The angle of the camera. <a href="#a37952fd3d0226a58d789c72f9b1f5429">More...</a><br/></td></tr>
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<tr class="memitem:a13fb504758129c3a6008f5a3ac2674fd"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a13fb504758129c3a6008f5a3ac2674fd">CameraZoom</a> = 1f</td></tr>
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<tr class="memdesc:a13fb504758129c3a6008f5a3ac2674fd"><td class="mdescLeft"> </td><td class="mdescRight">The zoom of the camera. <a href="#a13fb504758129c3a6008f5a3ac2674fd">More...</a><br/></td></tr>
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<tr class="memitem:a75d526df714d0fc4763ccd4304de482a"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a75d526df714d0fc4763ccd4304de482a">Width</a></td></tr>
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<tr class="memdesc:a75d526df714d0fc4763ccd4304de482a"><td class="mdescLeft"> </td><td class="mdescRight">The width of the scene. <a href="#a75d526df714d0fc4763ccd4304de482a">More...</a><br/></td></tr>
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<tr class="memitem:a71f306fbbecf3fc21cb05ebcb2095163"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a71f306fbbecf3fc21cb05ebcb2095163">Height</a></td></tr>
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<tr class="memdesc:a71f306fbbecf3fc21cb05ebcb2095163"><td class="mdescLeft"> </td><td class="mdescRight">The height of the scene. <a href="#a71f306fbbecf3fc21cb05ebcb2095163">More...</a><br/></td></tr>
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<tr class="memitem:abd6c9afc588f965401db758cb69c40ab"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#abd6c9afc588f965401db758cb69c40ab">ApplyCamera</a> = true</td></tr>
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<tr class="memdesc:abd6c9afc588f965401db758cb69c40ab"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the scene will control the game surface's camera. <a href="#abd6c9afc588f965401db758cb69c40ab">More...</a><br/></td></tr>
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<tr class="memitem:a7da90ce557af21940c7c8a55ef246252"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a7da90ce557af21940c7c8a55ef246252">DrawScenesBelow</a> = true</td></tr>
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<tr class="memdesc:a7da90ce557af21940c7c8a55ef246252"><td class="mdescLeft"> </td><td class="mdescRight">Determines if scenes below this scene on the stack are allowed to render. <a href="#a7da90ce557af21940c7c8a55ef246252">More...</a><br/></td></tr>
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<tr class="memitem:a46f60b97f975cffa4433697cb4f0487a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_otter_1_1_rectangle.html">Rectangle</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a46f60b97f975cffa4433697cb4f0487a">CameraBounds</a></td></tr>
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<tr class="memdesc:a46f60b97f975cffa4433697cb4f0487a"><td class="mdescLeft"> </td><td class="mdescRight">The bounds that the camera should be clamped inside. <a href="#a46f60b97f975cffa4433697cb4f0487a">More...</a><br/></td></tr>
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<tr class="memitem:a0bb452c558908acdbfc5178b5b363a2f"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a0bb452c558908acdbfc5178b5b363a2f">UseCameraBounds</a> = false</td></tr>
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<tr class="memdesc:a0bb452c558908acdbfc5178b5b363a2f"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the camera will be clamped inside the CameraBounds rectangle. <a href="#a0bb452c558908acdbfc5178b5b363a2f">More...</a><br/></td></tr>
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<tr class="separator:a0bb452c558908acdbfc5178b5b363a2f"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a969870a9e9c9f965332beb03da9e6ca5"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a969870a9e9c9f965332beb03da9e6ca5">CameraFocus</a></td></tr>
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<tr class="memdesc:a969870a9e9c9f965332beb03da9e6ca5"><td class="mdescLeft"> </td><td class="mdescRight">The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>'s camera will follow. <a href="#a969870a9e9c9f965332beb03da9e6ca5">More...</a><br/></td></tr>
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<tr class="memitem:a81cbbfb3ade73add58795311258a996b"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a81cbbfb3ade73add58795311258a996b">Visible</a> = true</td></tr>
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<tr class="memdesc:a81cbbfb3ade73add58795311258a996b"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the scene will render its graphics or not. <a href="#a81cbbfb3ade73add58795311258a996b">More...</a><br/></td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
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Static Public Attributes</h2></td></tr>
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<tr class="memitem:a4882fb2be2dadce0b8834de1d2cfbe76"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_otter_1_1_scene.html">Scene</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4882fb2be2dadce0b8834de1d2cfbe76">Instance</a></td></tr>
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<tr class="memdesc:a4882fb2be2dadce0b8834de1d2cfbe76"><td class="mdescLeft"> </td><td class="mdescRight">A reference back to the current scene being run by the game. <a href="#a4882fb2be2dadce0b8834de1d2cfbe76">More...</a><br/></td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
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Properties</h2></td></tr>
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<tr class="memitem:a0597a1fc2d607ba4ca1182089a962781"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_game.html">Game</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a0597a1fc2d607ba4ca1182089a962781">Game</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a0597a1fc2d607ba4ca1182089a962781"><td class="mdescLeft"> </td><td class="mdescRight">A reference to the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that owns this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a0597a1fc2d607ba4ca1182089a962781">More...</a><br/></td></tr>
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<tr class="separator:a0597a1fc2d607ba4ca1182089a962781"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aacd8e0eb21d428194f30caf1031f74ef"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aacd8e0eb21d428194f30caf1031f74ef">Surface</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:aacd8e0eb21d428194f30caf1031f74ef"><td class="mdescLeft"> </td><td class="mdescRight">The default surface to render the scene's graphics to. If null then render to the default game surface. <a href="#aacd8e0eb21d428194f30caf1031f74ef">More...</a><br/></td></tr>
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<tr class="separator:aacd8e0eb21d428194f30caf1031f74ef"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a60985b20a8c6b727013f0ded9c03b59d"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_surface.html">Surface</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a60985b20a8c6b727013f0ded9c03b59d">Surfaces</a><code> [get, set]</code></td></tr>
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||
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<tr class="memdesc:a60985b20a8c6b727013f0ded9c03b59d"><td class="mdescLeft"> </td><td class="mdescRight">The list of surfaces the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> should render to. <a href="#a60985b20a8c6b727013f0ded9c03b59d">More...</a><br/></td></tr>
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<tr class="separator:a60985b20a8c6b727013f0ded9c03b59d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a922f1bfe27aef9fed60d5555abb46c9d"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a922f1bfe27aef9fed60d5555abb46c9d">HalfWidth</a><code> [get, set]</code></td></tr>
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||
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<tr class="memdesc:a922f1bfe27aef9fed60d5555abb46c9d"><td class="mdescLeft"> </td><td class="mdescRight">Half of the scene's width. <a href="#a922f1bfe27aef9fed60d5555abb46c9d">More...</a><br/></td></tr>
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<tr class="separator:a922f1bfe27aef9fed60d5555abb46c9d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abad8f5e73457cf884edee3df55e9c981"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#abad8f5e73457cf884edee3df55e9c981">HalfHeight</a><code> [get, set]</code></td></tr>
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||
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<tr class="memdesc:abad8f5e73457cf884edee3df55e9c981"><td class="mdescLeft"> </td><td class="mdescRight">Half of the scene's height. <a href="#abad8f5e73457cf884edee3df55e9c981">More...</a><br/></td></tr>
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<tr class="separator:abad8f5e73457cf884edee3df55e9c981"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab5179269b680925a3b0d96092f08b5a0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab5179269b680925a3b0d96092f08b5a0"></a>
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<a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> </td><td class="memItemRight" valign="bottom"><b>Center</b><code> [get]</code></td></tr>
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<tr class="separator:ab5179269b680925a3b0d96092f08b5a0"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a813f9cac4b47ae14cda3a82e6bca8f8e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_input.html">Input</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a813f9cac4b47ae14cda3a82e6bca8f8e">Input</a><code> [get]</code></td></tr>
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<tr class="memdesc:a813f9cac4b47ae14cda3a82e6bca8f8e"><td class="mdescLeft"> </td><td class="mdescRight">A reference to the <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> from the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> controlling this scene. <a href="#a813f9cac4b47ae14cda3a82e6bca8f8e">More...</a><br/></td></tr>
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<tr class="separator:a813f9cac4b47ae14cda3a82e6bca8f8e"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9a71fedc59538ee8278d92516855361e"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9a71fedc59538ee8278d92516855361e">EntityCount</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:a9a71fedc59538ee8278d92516855361e"><td class="mdescLeft"> </td><td class="mdescRight">The current number of entities in the scene. <a href="#a9a71fedc59538ee8278d92516855361e">More...</a><br/></td></tr>
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<tr class="separator:a9a71fedc59538ee8278d92516855361e"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aa241a2cd31d0e7b897f9540eeee9e7e3"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aa241a2cd31d0e7b897f9540eeee9e7e3">MouseX</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:aa241a2cd31d0e7b897f9540eeee9e7e3"><td class="mdescLeft"> </td><td class="mdescRight">The current mouse X position in relation to the scene space. <a href="#aa241a2cd31d0e7b897f9540eeee9e7e3">More...</a><br/></td></tr>
|
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<tr class="separator:aa241a2cd31d0e7b897f9540eeee9e7e3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a27669d2d1872eab3de5fa7953cbd2544"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a27669d2d1872eab3de5fa7953cbd2544">MouseY</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:a27669d2d1872eab3de5fa7953cbd2544"><td class="mdescLeft"> </td><td class="mdescRight">The current mouse Y position in relation to the scene space. <a href="#a27669d2d1872eab3de5fa7953cbd2544">More...</a><br/></td></tr>
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<tr class="separator:a27669d2d1872eab3de5fa7953cbd2544"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aac29dd5993bb945ce465c6ae5b4d41da"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aac29dd5993bb945ce465c6ae5b4d41da">MouseRawX</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:aac29dd5993bb945ce465c6ae5b4d41da"><td class="mdescLeft"> </td><td class="mdescRight">The current raw mouse X position in relation to the scene space. <a href="#aac29dd5993bb945ce465c6ae5b4d41da">More...</a><br/></td></tr>
|
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<tr class="separator:aac29dd5993bb945ce465c6ae5b4d41da"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a4f391f60ebb9bb12ac4cfc7a3fc2613d"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a4f391f60ebb9bb12ac4cfc7a3fc2613d">MouseRawY</a><code> [get]</code></td></tr>
|
||
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<tr class="memdesc:a4f391f60ebb9bb12ac4cfc7a3fc2613d"><td class="mdescLeft"> </td><td class="mdescRight">The current raw mouse Y position in relation to the scene space. <a href="#a4f391f60ebb9bb12ac4cfc7a3fc2613d">More...</a><br/></td></tr>
|
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<tr class="separator:a4f391f60ebb9bb12ac4cfc7a3fc2613d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab0f0d81492077819b4639055933419b0"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ab0f0d81492077819b4639055933419b0">CameraX</a><code> [get, set]</code></td></tr>
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||
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<tr class="memdesc:ab0f0d81492077819b4639055933419b0"><td class="mdescLeft"> </td><td class="mdescRight">The X position of the camera in the scene. <a href="#ab0f0d81492077819b4639055933419b0">More...</a><br/></td></tr>
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<tr class="separator:ab0f0d81492077819b4639055933419b0"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ac72fb7a438928c81bd51bddaff68c9b1"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#ac72fb7a438928c81bd51bddaff68c9b1">CameraCenterX</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:ac72fb7a438928c81bd51bddaff68c9b1"><td class="mdescLeft"> </td><td class="mdescRight">The X position of the center of the camera. <a href="#ac72fb7a438928c81bd51bddaff68c9b1">More...</a><br/></td></tr>
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<tr class="separator:ac72fb7a438928c81bd51bddaff68c9b1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a34bffd6964a5f0439809e5ead8badc04"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a34bffd6964a5f0439809e5ead8badc04">CameraCenterY</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:a34bffd6964a5f0439809e5ead8badc04"><td class="mdescLeft"> </td><td class="mdescRight">The Y position of the center of the camera. <a href="#a34bffd6964a5f0439809e5ead8badc04">More...</a><br/></td></tr>
|
||
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<tr class="separator:a34bffd6964a5f0439809e5ead8badc04"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8605052cd6997568095c703268d2f112"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a8605052cd6997568095c703268d2f112">CameraY</a><code> [get, set]</code></td></tr>
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||
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<tr class="memdesc:a8605052cd6997568095c703268d2f112"><td class="mdescLeft"> </td><td class="mdescRight">The Y position of the camera in the scene. <a href="#a8605052cd6997568095c703268d2f112">More...</a><br/></td></tr>
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<tr class="separator:a8605052cd6997568095c703268d2f112"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aced0f360b3a980b35f2167b72d8037a1"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#aced0f360b3a980b35f2167b72d8037a1">CameraWidth</a><code> [get]</code></td></tr>
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||
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<tr class="memdesc:aced0f360b3a980b35f2167b72d8037a1"><td class="mdescLeft"> </td><td class="mdescRight">The width in pixels that the camera is showing with the current zoom. <a href="#aced0f360b3a980b35f2167b72d8037a1">More...</a><br/></td></tr>
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<tr class="separator:aced0f360b3a980b35f2167b72d8037a1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6061d858369dd5724d1be111b236da64"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a6061d858369dd5724d1be111b236da64">CameraHeight</a><code> [get]</code></td></tr>
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<tr class="memdesc:a6061d858369dd5724d1be111b236da64"><td class="mdescLeft"> </td><td class="mdescRight">The height in pixels that the camera is showing with the current zoom. <a href="#a6061d858369dd5724d1be111b236da64">More...</a><br/></td></tr>
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<tr class="separator:a6061d858369dd5724d1be111b236da64"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abf8a59d758a009b3efc0409c0927188b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_otter_1_1_rectangle.html">Rectangle</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#abf8a59d758a009b3efc0409c0927188b">Bounds</a><code> [get]</code></td></tr>
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<tr class="memdesc:abf8a59d758a009b3efc0409c0927188b"><td class="mdescLeft"> </td><td class="mdescRight">The bounds of the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as a <a class="el" href="struct_otter_1_1_rectangle.html" title="Struct for representing a Rectangle. ">Rectangle</a>. <a href="#abf8a59d758a009b3efc0409c0927188b">More...</a><br/></td></tr>
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<tr class="separator:abf8a59d758a009b3efc0409c0927188b"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9b9c3c5ec6f3e5b54508fabe6f187973"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_debugger.html">Debugger</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html#a9b9c3c5ec6f3e5b54508fabe6f187973">Debugger</a><code> [get]</code></td></tr>
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<tr class="memdesc:a9b9c3c5ec6f3e5b54508fabe6f187973"><td class="mdescLeft"> </td><td class="mdescRight">A reference to the debugger object from the game that owns this scene. <a href="#a9b9c3c5ec6f3e5b54508fabe6f187973">More...</a><br/></td></tr>
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<tr class="separator:a9b9c3c5ec6f3e5b54508fabe6f187973"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a93811621fc40c83515f0402bf94aec45"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a93811621fc40c83515f0402bf94aec45"></a>
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<a class="el" href="class_otter_1_1_entity.html">Entity</a> </td><td class="memItemRight" valign="bottom"><b>this[int id]</b><code> [get]</code></td></tr>
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<tr class="separator:a93811621fc40c83515f0402bf94aec45"><td class="memSeparator" colspan="2"> </td></tr>
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</table>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
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<div class="textblock"><p>Class used to manage Entities. The active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> should update the active <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>, which then updates all of the contained Entities. </p>
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</div><h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<a class="anchor" id="a7168e72d23ea27bcac8db1d311c1180b"></a>
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<div class="memitem">
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<td class="memname">Otter.Scene.Scene </td>
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<td>(</td>
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<td class="paramtype">int </td>
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<td class="paramname"><em>width</em> = <code>0</code>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">int </td>
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<td class="paramname"><em>height</em> = <code>0</code> </td>
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</tr>
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<tr>
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Create a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> with a specified width and height. If the width and height are not defined they will be inferred by the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> class that uses the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">width</td><td>The width of the scene.</td></tr>
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<tr><td class="paramname">height</td><td>The height of the scene.</td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<h2 class="groupheader">Member Function Documentation</h2>
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<a class="anchor" id="a9d91b1a00f1ed855a12d4e42be3aa12a"></a>
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<div class="memitem">
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<td class="memname">T Otter.Scene.Add< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
|
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<td class="paramname"><em>e</em></td><td>)</td>
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<td></td>
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</div><div class="memdoc">
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<p>Add an entity to the scene. </p>
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<dl class="params"><dt>Parameters</dt><dd>
|
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<table class="params">
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<tr><td class="paramname">e</td><td>Adds a new entity</td></tr>
|
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
|
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="ac76217a0d7ab3f02b293ec0cfd68e3aa"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Scene.Add< T > </td>
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<td>(</td>
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<td class="paramtype">params object[] </td>
|
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<td class="paramname"><em>constructorArgs</em></td><td>)</td>
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<td></td>
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</div><div class="memdoc">
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||
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<p>Create and add a new <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The Type of entity to add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">constructorArgs</td><td>The constructor arguments for creating the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The created <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a9ee6285c4443a1583a2891e03c9c86f1"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<T> Otter.Scene.Add< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">List< T > </td>
|
||
|
<td class="paramname"><em>entities</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Add a list of Entities to the scene. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">entities</td><td>The list of Entities.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The list of Entities.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ad36ad4b4e51fee8d03b97412aef829ed"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddGraphic< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a3f319a700403259315ae971e7fc090ef"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddGraphic< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>x</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>y</em> </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td></td>
|
||
|
<td>)</td>
|
||
|
<td></td><td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
|
||
|
<tr><td class="paramname">x</td><td>The X position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</td></tr>
|
||
|
<tr><td class="paramname">y</td><td>The Y position to add the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a44cff6df9ac6ec0b6fc401ec3e35887c"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddGraphicGUI< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets its Scroll value to 0. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a0b68a9ee8c1287024173ad0c541cab55"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddGraphicGUI< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>x</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>y</em> </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td></td>
|
||
|
<td>)</td>
|
||
|
<td></td><td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets its Scroll value to 0. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
|
||
|
<tr><td class="paramname">x</td><td>The X position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</td></tr>
|
||
|
<tr><td class="paramname">y</td><td>The Y position to add the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a161c9618800fe491c01fc8c6ea690236"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_graphic.html">Graphic</a>> Otter.Scene.AddGraphics </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] </td>
|
||
|
<td class="paramname"><em>graphics</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Add multiple graphics to the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">graphics</td><td>The graphics.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>A list of the graphics added.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ab2d180ed6fac0040bd43701db6cc5737"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_graphic.html">Graphic</a>> Otter.Scene.AddGraphicsGUI </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] </td>
|
||
|
<td class="paramname"><em>graphics</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds graphics to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and sets their Scroll values to 0. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">graphics</td><td>The graphics to add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added graphics.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ae685947a12456a3744f2cbc5e2b8b704"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.AddMultiple </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] </td>
|
||
|
<td class="paramname"><em>entities</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Add multiple entities to the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">entities</td><td>The entities to add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>A list of the entities.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a642f12671d00e4413983934554eeb000"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.AddSurface </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td>
|
||
|
<td class="paramname"><em>target</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Add a surface to the list of surfaces that the scene should render to. This only applies to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>'s graphics, NOT the entities in the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">target</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4c50fe1fc7b8581b35fd0d232d520b22"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddUnique< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> only if no other Entities of that type exist in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>, or the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T that exists in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a22b999a150ffd318ac78822364c24c70"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.AddUnique< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params object[] </td>
|
||
|
<td class="paramname"><em>constructorArgs</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Creates an adds an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> if there is no <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of that type in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to create and Add.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">constructorArgs</td><td>The constructor arguments for creating the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>, or the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T that exists in the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> already.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ad3fc937e1e657a76dd97eb922b868edb"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<T> Otter.Scene.AddUnique< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">List< T > </td>
|
||
|
<td class="paramname"><em>entities</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Adds a list of Entities to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> if there is no <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of that type added already. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">entities</td><td>The list of Entities to AddUnique.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>A list of the Entities that were successfully added.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aaff4db5a0bee696d0bb83a30764a9481"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.As< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>A handy shortcut for casting the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as a specific scene type. For some reason I just like this better than doing (<a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as Type).Whatever(); </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of scene.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The scene as that type.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Scene</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="adfa0e84b49095baea742aa0863f70336"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.Begin </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Called when the scene begins after being switched to, or added to the stack. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="acd6008b6a8085c7921dd796f1d75de90"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.BringForward </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Brings an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> further forward in its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to modify.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a617a87927b62a10cf3685654c364abc9"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.BringToFront </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Brings an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the front of its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to modify.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a27b5414d3ddbd5be7ce1cf2f83685e4d"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.CenterCamera </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>x</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>y</em> </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td></td>
|
||
|
<td>)</td>
|
||
|
<td></td><td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Centers the camera of the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">x</td><td>The x coordinate to be the center of the scene.</td></tr>
|
||
|
<tr><td class="paramname">y</td><td>The y coordinate to be the center of the scene.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ad7f0ba64f52032c1170d5c8c1be7c543"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.ClearGraphics </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Removes all Graphics from the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a1fdd329c0774a5d7dd56088d4fc703ac"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.ClearSurfaces </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Remove all surface targets and revert back to the default game surface. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="add2ad394bce2fb516b48cb047ae025df"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.End </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Called when the scene ends after being switched away from, or removed from the stack. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aa287ae00728998d683b803fb6e675534"></a>
|
||
|
<div class="memitem">
|
||
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<div class="memproto">
|
||
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<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="class_otter_1_1_entity.html">Entity</a> Otter.Scene.GetBottomEntity </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] </td>
|
||
|
<td class="paramname"><em>entities</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get the bottom most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the rendering order from a set of Entities. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">entities</td><td>The set of Entities to evaluate.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The bottom most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the set.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aae4c4f482141f205949153c54301a1e3"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Scene.GetColliders </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>tag</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of Colliders that match a specified tag. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">tag</td><td>The tag to search for.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>Colliders that have the specified tag.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ab84957a1ebee677ccef727ed7f2fd23d"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Scene.GetColliders </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">Enum </td>
|
||
|
<td class="paramname"><em>tag</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of Colliders that match a specified tag. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">tag</td><td>The tag to search for.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>Colliders that have the specified tag.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a53514a939cf1cd84f4fa54233b30fbdc"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">int Otter.Scene.GetCount< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Count how many entities of type T are in this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of entity to count.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The number of entities of type T.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ac1a9d91d882ec63a884e02086993e3dd"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.GetEntities </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">Type </td>
|
||
|
<td class="paramname"><em>t</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of Entities of a type from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">t</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to list.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>A list of Entities of type t.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a9631dbf27f78130365353558eca6b713"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.GetEntities </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>colliderTag</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> that matches a specified tag. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">colliderTag</td><td>The tag to search for.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> with that tag.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ae5f4602fd410dc3d8b722730073c71f6"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.GetEntities </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">Enum </td>
|
||
|
<td class="paramname"><em>colliderTag</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> that matches a specified tag. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">colliderTag</td><td>The tag to search for.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>Entities that have a <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> with that tag.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a6759f88f0bf0b0edd7e12c4bbccf3d5d"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<T> <a class="el" href="class_otter_1_1_scene.html#ac1a9d91d882ec63a884e02086993e3dd">Otter.Scene.GetEntities</a>< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get a list of entities of type T from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of entity to collect.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>A list of entities of type T.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a83f356f0aa69a74e2a59bab37c67502b"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.GetEntitiesInGroup </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>group</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Returns a list of all the entities in the given group. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">group</td><td>The group to get.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>All of the entities in the group.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="af20c9221783f37bb6546bb2d801dabac"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Scene.GetEntitiesInLayer </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>layer</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Returns a list of all the Entities in the given layer. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">layer</td><td>The layer to get.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>All of the entities in the group.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="abf4006e9519e81f357b6a877dc9d257d"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.GetEntity< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get the first instance of an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The entity type to search for.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The first entity of that type in the scene.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4986eb99940f77ab63b0665f071dc0d4"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="class_otter_1_1_entity.html">Entity</a> Otter.Scene.GetTopEntity </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_entity.html">Entity</a>[] </td>
|
||
|
<td class="paramname"><em>entities</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Get the top most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the rendering order from a set of Entities. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">entities</td><td>The set of Entities to evaluate.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The top most <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> in the set.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ab2e357f80742c451bb2f81b5ceba0ec5"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">bool Otter.Scene.IsGroupPaused </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>group</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>If a group of entities is currently paused. Note that pausing wont happen until the next update aftering calling pause. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">group</td><td>The group to check.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>True if the group is paused.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a5476c56a7d2a27bdd5d32d56c2ba3150"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.Pause </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Called when the scene is paused because a new scene is stacked on it. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a27125812492951cf6b1050833aa0f4a9"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.PauseGroup </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>group</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Pause a group of entities. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">group</td><td>The group to pause.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a34ac564053b5285b7dc468d3698256e0"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.PauseGroupToggle </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>group</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Pause or resume a group of entities. If paused, resume. If running, pause. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">group</td><td>The group to toggle.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ac0ddf5c33dc056912c6df6c98d38f1d3"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.Remove< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Removes an entity from the scene. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type (inferred from the parameter.)</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The entity to remove.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The entity.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="af43cac837b38478ac662ab450e5cf6e1"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.Remove< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Removes the first <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to remove.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The removed <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a31e711c0cc048a6a2ad13e8c3e10d530"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.RemoveAll </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Remove all entities from the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4c4c32e2a93a6480e5bba7313012f2d1"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.RemoveGraphic< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Removes a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> from the scene. </p>
|
||
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
||
|
<table class="tparams">
|
||
|
<tr><td class="paramname">T</td><td>The type (inferred from the parameter.)</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to remove.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ace9493c946ceb22d6417a36ad8508962"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.RemoveSurface </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td>
|
||
|
<td class="paramname"><em>target</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Remove a surface from the list of targets that the scene should render to. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">target</td><td></td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a821df3133df540e897ab340d7cc883c9"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.Render </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Renders the scene. Graphics added to the scene render first. Graphics drawn in <a class="el" href="class_otter_1_1_scene.html#a821df3133df540e897ab340d7cc883c9" title="Renders the scene. Graphics added to the scene render first. Graphics drawn in Render() will render o...">Render()</a> will render on top of all entities. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a023099c3546f6af2205ebf786a19b53a"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.Resume </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Called when the scene resumes after a scene is added above it. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a1c38dceddbaece7676d4475486ed1afd"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.ResumeGroup </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">int </td>
|
||
|
<td class="paramname"><em>group</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Resume a paused group of entities. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">group</td><td>The group to resume.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a1d0c00de5a30915d52f6681e3f25d1a5"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.SendBackward </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Sends an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> further back in its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to modify.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a08e04dfba7b3cf95d3596b3003bf2e25"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.SendToBack </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
|
||
|
<td class="paramname"><em>e</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Sends an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the back of its layer. Probably don't use this and change the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s layer in the same update. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to modify.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a757f9f1b80679393881b032709235e15"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">T Otter.Scene.SetGraphic< T > </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">T </td>
|
||
|
<td class="paramname"><em>g</em></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Set the only graphic of the scene. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">g</td><td>The graphic.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The graphic.</dd></dl>
|
||
|
<div class="typeconstraint">
|
||
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
||
|
<table border="0" cellspacing="2" cellpadding="0">
|
||
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
||
|
</table>
|
||
|
</dl>
|
||
|
</div>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="af5d975801ac5cb979dbea1cfcf317c6f"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="class_otter_1_1_tween.html">Tween</a> Otter.Scene.Tween </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramtype">object </td>
|
||
|
<td class="paramname"><em>target</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">object </td>
|
||
|
<td class="paramname"><em>values</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>duration</em>, </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td class="paramkey"></td>
|
||
|
<td></td>
|
||
|
<td class="paramtype">float </td>
|
||
|
<td class="paramname"><em>delay</em> = <code>0</code> </td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td></td>
|
||
|
<td>)</td>
|
||
|
<td></td><td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Tweens a set of numeric properties on an object. </p>
|
||
|
<dl class="params"><dt>Parameters</dt><dd>
|
||
|
<table class="params">
|
||
|
<tr><td class="paramname">target</td><td>The object to tween.</td></tr>
|
||
|
<tr><td class="paramname">values</td><td>The values to tween to, in an anonymous type ( new { prop1 = 100, prop2 = 0} ).</td></tr>
|
||
|
<tr><td class="paramname">duration</td><td>Duration of the tween in seconds.</td></tr>
|
||
|
<tr><td class="paramname">delay</td><td>Delay before the tween starts, in seconds.</td></tr>
|
||
|
</table>
|
||
|
</dd>
|
||
|
</dl>
|
||
|
<dl class="section return"><dt>Returns</dt><dd>The tween created, for setting properties on.</dd></dl>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a041c157e33abe294cc3825da7dbed954"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.Update </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The main update loop of the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ae8dd39062ca09e06882f2dde4c17e420"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.UpdateFirst </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The first update of the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a44d4beea920e0126fdb8140cf6651024"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">virtual void Otter.Scene.UpdateLast </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The last update of the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4c54a2125fd437cd6d178accbfea158a"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">void Otter.Scene.UpdateLists </td>
|
||
|
<td>(</td>
|
||
|
<td class="paramname"></td><td>)</td>
|
||
|
<td></td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Update the internal lists stored by the scene. The engine will usually take care of this! </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<h2 class="groupheader">Member Data Documentation</h2>
|
||
|
<a class="anchor" id="abd6c9afc588f965401db758cb69c40ab"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">bool Otter.Scene.ApplyCamera = true</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Determines if the scene will control the game surface's camera. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a37952fd3d0226a58d789c72f9b1f5429"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">float Otter.Scene.CameraAngle</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The angle of the camera. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a46f60b97f975cffa4433697cb4f0487a"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="struct_otter_1_1_rectangle.html">Rectangle</a> Otter.Scene.CameraBounds</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The bounds that the camera should be clamped inside. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a969870a9e9c9f965332beb03da9e6ca5"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="class_otter_1_1_entity.html">Entity</a> Otter.Scene.CameraFocus</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>'s camera will follow. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a13fb504758129c3a6008f5a3ac2674fd"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">float Otter.Scene.CameraZoom = 1f</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The zoom of the camera. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a7da90ce557af21940c7c8a55ef246252"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">bool Otter.Scene.DrawScenesBelow = true</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>Determines if scenes below this scene on the stack are allowed to render. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a71f306fbbecf3fc21cb05ebcb2095163"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">int Otter.Scene.Height</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>The height of the scene. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4882fb2be2dadce0b8834de1d2cfbe76"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="mlabels">
|
||
|
<tr>
|
||
|
<td class="mlabels-left">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname"><a class="el" href="class_otter_1_1_scene.html">Scene</a> Otter.Scene.Instance</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">static</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>A reference back to the current scene being run by the game. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="af88438461d18183291d935c861e742ad"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnAdd = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers when an entity is Added. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4778c823a8b19ec266d17b7ee131bfd0"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnBegin = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#adfa0e84b49095baea742aa0863f70336" title="Called when the scene begins after being switched to, or added to the stack. ">Begin()</a>. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a0633a07d0fdee1e77972c5a3ebd0260c"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnCameraUpdate = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers after the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> has updated the camera positions for the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>'s Surfaces. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aeecaa4274a722a188d93fbbb17d8f0a9"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnEnd = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#add2ad394bce2fb516b48cb047ae025df" title="Called when the scene ends after being switched away from, or removed from the stack. ">End()</a>. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a17c49ca0bec52dfb4afba637cd6dad84"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnPause = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is paused because a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is stacked on top of it. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a4714d7643c14008326fe3a782347d6fc"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnRemove = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers when an entity is removed. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a9b0c7c41e525a9fdda42c3701fbf629f"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnRender = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a821df3133df540e897ab340d7cc883c9" title="Renders the scene. Graphics added to the scene render first. Graphics drawn in Render() will render o...">Render()</a>, after all entities have been rendered. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a065b3ecc2aefff419a1ed01e4b3c441f"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnResume = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is resumed because the active <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> on top of it was popped. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a77865ce8c110e2c191bb4de920696e6f"></a>
|
||
|
<div class="memitem">
|
||
|
<div class="memproto">
|
||
|
<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">Action Otter.Scene.OnUpdate = delegate { }</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a041c157e33abe294cc3825da7dbed954" title="The main update loop of the scene. ">Update()</a>. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a70348a5caec73980af6a0affa9cf59b3"></a>
|
||
|
<div class="memitem">
|
||
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<td class="memname">Action Otter.Scene.OnUpdateFirst = delegate { }</td>
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<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#ae8dd39062ca09e06882f2dde4c17e420" title="The first update of the scene. ">UpdateFirst()</a>. </p>
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<td class="memname">Action Otter.Scene.OnUpdateLast = delegate { }</td>
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</div><div class="memdoc">
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<p>An action that triggers during <a class="el" href="class_otter_1_1_scene.html#a44d4beea920e0126fdb8140cf6651024" title="The last update of the scene. ">UpdateLast()</a>. </p>
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</div>
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<a class="anchor" id="ac2fb41180081d674fa96195b246ce1e6"></a>
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<td class="memname">float Otter.Scene.Timer</td>
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</div><div class="memdoc">
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<p>The current time since this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> has started. </p>
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<a class="anchor" id="a2a7868b53753aa75bf3774122e9d81be"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a> Otter.Scene.Tweener = new <a class="el" href="class_otter_1_1_tweener.html">Tweener</a>()</td>
|
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</table>
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</div><div class="memdoc">
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<p>The Glide instance for this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> to control all tweens. </p>
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</div>
|
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<a class="anchor" id="a0bb452c558908acdbfc5178b5b363a2f"></a>
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<td class="memname">bool Otter.Scene.UseCameraBounds = false</td>
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</div><div class="memdoc">
|
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<p>Determines if the camera will be clamped inside the CameraBounds rectangle. </p>
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|
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<a class="anchor" id="a81cbbfb3ade73add58795311258a996b"></a>
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<td class="memname">bool Otter.Scene.Visible = true</td>
|
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</div><div class="memdoc">
|
||
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<p>Determines if the scene will render its graphics or not. </p>
|
||
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</div>
|
||
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</div>
|
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<a class="anchor" id="a75d526df714d0fc4763ccd4304de482a"></a>
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<td class="memname">int Otter.Scene.Width</td>
|
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</div><div class="memdoc">
|
||
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<p>The width of the scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<h2 class="groupheader">Property Documentation</h2>
|
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<a class="anchor" id="abf8a59d758a009b3efc0409c0927188b"></a>
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<div class="memitem">
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<div class="memproto">
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<td class="mlabels-left">
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|
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<td class="memname"><a class="el" href="struct_otter_1_1_rectangle.html">Rectangle</a> Otter.Scene.Bounds</td>
|
||
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</tr>
|
||
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</table>
|
||
|
</td>
|
||
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<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
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</table>
|
||
|
</div><div class="memdoc">
|
||
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||
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<p>The bounds of the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> as a <a class="el" href="struct_otter_1_1_rectangle.html" title="Struct for representing a Rectangle. ">Rectangle</a>. </p>
|
||
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|
||
|
</div>
|
||
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</div>
|
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<a class="anchor" id="ac72fb7a438928c81bd51bddaff68c9b1"></a>
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<div class="memitem">
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<table class="mlabels">
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<td class="mlabels-left">
|
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<table class="memname">
|
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<td class="memname">float Otter.Scene.CameraCenterX</td>
|
||
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|
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</table>
|
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</td>
|
||
|
<td class="mlabels-right">
|
||
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
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</div><div class="memdoc">
|
||
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|
||
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<p>The X position of the center of the camera. </p>
|
||
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|
||
|
</div>
|
||
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</div>
|
||
|
<a class="anchor" id="a34bffd6964a5f0439809e5ead8badc04"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<td class="mlabels-left">
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<table class="memname">
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<td class="memname">float Otter.Scene.CameraCenterY</td>
|
||
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|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
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<p>The Y position of the center of the camera. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a6061d858369dd5724d1be111b236da64"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<table class="mlabels">
|
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<td class="mlabels-left">
|
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<table class="memname">
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<td class="memname">float Otter.Scene.CameraHeight</td>
|
||
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</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>The height in pixels that the camera is showing with the current zoom. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aced0f360b3a980b35f2167b72d8037a1"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<table class="mlabels">
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<td class="mlabels-left">
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<table class="memname">
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<td class="memname">float Otter.Scene.CameraWidth</td>
|
||
|
</tr>
|
||
|
</table>
|
||
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</td>
|
||
|
<td class="mlabels-right">
|
||
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>The width in pixels that the camera is showing with the current zoom. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="ab0f0d81492077819b4639055933419b0"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<td class="memname">float Otter.Scene.CameraX</td>
|
||
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</tr>
|
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</table>
|
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</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>The X position of the camera in the scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a8605052cd6997568095c703268d2f112"></a>
|
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<div class="memitem">
|
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<td class="memname">float Otter.Scene.CameraY</td>
|
||
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</tr>
|
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</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>The Y position of the camera in the scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a9b9c3c5ec6f3e5b54508fabe6f187973"></a>
|
||
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<div class="memitem">
|
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<div class="memproto">
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<td class="memname"><a class="el" href="class_otter_1_1_debugger.html">Debugger</a> Otter.Scene.Debugger</td>
|
||
|
</tr>
|
||
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</table>
|
||
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</td>
|
||
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<td class="mlabels-right">
|
||
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>A reference to the debugger object from the game that owns this scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a9a71fedc59538ee8278d92516855361e"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<table class="mlabels">
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<td class="mlabels-left">
|
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<table class="memname">
|
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<td class="memname">int Otter.Scene.EntityCount</td>
|
||
|
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|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
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<p>The current number of entities in the scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a0597a1fc2d607ba4ca1182089a962781"></a>
|
||
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
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<tr>
|
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<td class="mlabels-left">
|
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<table class="memname">
|
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<tr>
|
||
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<td class="memname"><a class="el" href="class_otter_1_1_game.html">Game</a> Otter.Scene.Game</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>A reference to the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that owns this <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
||
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|
||
|
</div>
|
||
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</div>
|
||
|
<a class="anchor" id="abad8f5e73457cf884edee3df55e9c981"></a>
|
||
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
|
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<td class="mlabels-left">
|
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<table class="memname">
|
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||
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<td class="memname">float Otter.Scene.HalfHeight</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>Half of the scene's height. </p>
|
||
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|
||
|
</div>
|
||
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</div>
|
||
|
<a class="anchor" id="a922f1bfe27aef9fed60d5555abb46c9d"></a>
|
||
|
<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
|
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<tr>
|
||
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<td class="mlabels-left">
|
||
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<table class="memname">
|
||
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<tr>
|
||
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<td class="memname">float Otter.Scene.HalfWidth</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
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|
||
|
<p>Half of the scene's width. </p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="a813f9cac4b47ae14cda3a82e6bca8f8e"></a>
|
||
|
<div class="memitem">
|
||
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<div class="memproto">
|
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<table class="mlabels">
|
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<tr>
|
||
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<td class="mlabels-left">
|
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<table class="memname">
|
||
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<tr>
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<td class="memname"><a class="el" href="class_otter_1_1_input.html">Input</a> Otter.Scene.Input</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</div><div class="memdoc">
|
||
|
|
||
|
<p>A reference to the <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> from the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> controlling this scene. </p>
|
||
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|
||
|
</div>
|
||
|
</div>
|
||
|
<a class="anchor" id="aac29dd5993bb945ce465c6ae5b4d41da"></a>
|
||
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
|
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|
||
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<td class="mlabels-left">
|
||
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<table class="memname">
|
||
|
<tr>
|
||
|
<td class="memname">float Otter.Scene.MouseRawX</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</td>
|
||
|
<td class="mlabels-right">
|
||
|
<span class="mlabels"><span class="mlabel">get</span></span> </td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
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<p>The current raw mouse X position in relation to the scene space. </p>
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<td class="memname">float Otter.Scene.MouseRawY</td>
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<p>The current raw mouse Y position in relation to the scene space. </p>
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<td class="memname">float Otter.Scene.MouseX</td>
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<p>The current mouse X position in relation to the scene space. </p>
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<td class="memname">float Otter.Scene.MouseY</td>
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<p>The current mouse Y position in relation to the scene space. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_surface.html">Surface</a> Otter.Scene.Surface</td>
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<p>The default surface to render the scene's graphics to. If null then render to the default game surface. </p>
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<td class="memname">List<<a class="el" href="class_otter_1_1_surface.html">Surface</a>> Otter.Scene.Surfaces</td>
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<p>The list of surfaces the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> should render to. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li>Otter/Core/Scene.cs</li>
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</ul>
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</div><!-- contents -->
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</div><!-- doc-content -->
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<!-- start footer part -->
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<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
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<ul>
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<li class="navelem"><a class="el" href="namespace_otter.html">Otter</a></li><li class="navelem"><a class="el" href="class_otter_1_1_scene.html">Scene</a></li>
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<li class="footer">Generated on Thu May 12 2016 18:16:52 for Otter by
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<a href="http://www.doxygen.org/index.html">
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<img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.5 </li>
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