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### YamlMime:ManagedReference
items :
- uid : TinyLife.Objects.Light
commentId : T:TinyLife.Objects.Light
id : Light
parent : TinyLife.Objects
children :
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- TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
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- TinyLife.Objects.Light.CircleTexture
- TinyLife.Objects.Light.Color
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- TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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- TinyLife.Objects.Light.Floor
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- TinyLife.Objects.Light.IsDisabled
- TinyLife.Objects.Light.Map
- TinyLife.Objects.Light.Position
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- TinyLife.Objects.Light.PositionOffset
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- TinyLife.Objects.Light.Rotation
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- TinyLife.Objects.Light.Scale
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- TinyLife.Objects.Light.ScreenPosOffset
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- TinyLife.Objects.Light.Size
- TinyLife.Objects.Light.Texture
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- TinyLife.Objects.Light.VisualWorldOffset
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langs :
- csharp
- vb
name : Light
nameWithType : Light
fullName : TinyLife.Objects.Light
type : Class
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
A light is a semi-object that can be added to a <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> using <xref href="TinyLife.World.Map.AddLight(TinyLife.Objects.Light)" data-throw-if-not-resolved="false"></xref>.
A light draws a light texture onto a lightmap and, as such, adds lighting to the rendered world.
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example : [ ]
syntax :
content : public class Light
content.vb : Public Class Light
inheritance :
- System.Object
inheritedMembers :
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods :
- TinyLife.Objects.Light.TinyLife.Utilities.Extensions.JsonCopy``1
- uid : TinyLife.Objects.Light.CircleTexture
commentId : F:TinyLife.Objects.Light.CircleTexture
id : CircleTexture
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : CircleTexture
nameWithType : Light.CircleTexture
fullName : TinyLife.Objects.Light.CircleTexture
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : A texture that can be used as the <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref> of a light that is circular
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example : [ ]
syntax :
content : public static readonly TextureRegion CircleTexture
return :
type : MLEM.Textures.TextureRegion
content.vb : Public Shared ReadOnly CircleTexture As TextureRegion
- uid : TinyLife.Objects.Light.Map
commentId : F:TinyLife.Objects.Light.Map
id : Map
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Map
nameWithType : Light.Map
fullName : TinyLife.Objects.Light.Map
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : The map that this light is on
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example : [ ]
syntax :
content : public readonly Map Map
return :
type : TinyLife.World.Map
content.vb : Public ReadOnly Map As Map
- uid : TinyLife.Objects.Light.Texture
commentId : F:TinyLife.Objects.Light.Texture
id : Texture
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Texture
nameWithType : Light.Texture
fullName : TinyLife.Objects.Light.Texture
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
The texture that this light currently has.
A custom texture can be used, or any of the static texture regions in this class, including <xref href="TinyLife.Objects.Light.CircleTexture" data-throw-if-not-resolved="false"></xref>.
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example : [ ]
syntax :
content : public readonly TextureRegion Texture
return :
type : MLEM.Textures.TextureRegion
content.vb : Public ReadOnly Texture As TextureRegion
- uid : TinyLife.Objects.Light.Position
commentId : P:TinyLife.Objects.Light.Position
id : Position
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Position
nameWithType : Light.Position
fullName : TinyLife.Objects.Light.Position
type : Property
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
The position of this light, in world space.
Note that, if this position is changed, this light's current <xref href="TinyLife.World.MapSection" data-throw-if-not-resolved="false"></xref> is changed automatically if needed.
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example : [ ]
syntax :
content : public Vector2 Position { get; set; }
parameters : [ ]
return :
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type : Microsoft.Xna.Framework.Vector2
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content.vb : Public Property Position As Vector2
overload : TinyLife.Objects.Light.Position*
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- uid : TinyLife.Objects.Light.Floor
commentId : F:TinyLife.Objects.Light.Floor
id : Floor
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Floor
nameWithType : Light.Floor
fullName : TinyLife.Objects.Light.Floor
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : The floor this light is on.
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example : [ ]
syntax :
content : public float Floor
return :
type : System.Single
content.vb : Public Floor As Single
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- uid : TinyLife.Objects.Light.PositionOffset
commentId : F:TinyLife.Objects.Light.PositionOffset
id : PositionOffset
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parent : TinyLife.Objects.Light
langs :
- csharp
- vb
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name : PositionOffset
nameWithType : Light.PositionOffset
fullName : TinyLife.Objects.Light.PositionOffset
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type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
An offset from this light's <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, in world space, that is applied before the <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> call.
This can be used if the light should be drawn in a different location than its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, which also determines the room and section that it is in.
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example : [ ]
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syntax :
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content : public Vector2 PositionOffset
return :
type : Microsoft.Xna.Framework.Vector2
content.vb : Public PositionOffset As Vector2
- uid : TinyLife.Objects.Light.ScreenPosOffset
commentId : F:TinyLife.Objects.Light.ScreenPosOffset
id : ScreenPosOffset
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : ScreenPosOffset
nameWithType : Light.ScreenPosOffset
fullName : TinyLife.Objects.Light.ScreenPosOffset
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
An offset from this light's screen-space draw position, also in screen space.
This is added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>, after <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> has already been called.
example : [ ]
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syntax :
content : public Vector2 ScreenPosOffset
return :
type : Microsoft.Xna.Framework.Vector2
content.vb : Public ScreenPosOffset As Vector2
- uid : TinyLife.Objects.Light.VisualWorldOffset
commentId : F:TinyLife.Objects.Light.VisualWorldOffset
id : VisualWorldOffset
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : VisualWorldOffset
nameWithType : Light.VisualWorldOffset
fullName : TinyLife.Objects.Light.VisualWorldOffset
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
An offset from this light's world-space draw position, also in world space.
This is translated to screen space using <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>.
example : [ ]
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syntax :
content : public Vector2 VisualWorldOffset
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return :
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type : Microsoft.Xna.Framework.Vector2
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content.vb : Public VisualWorldOffset As Vector2
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- uid : TinyLife.Objects.Light.Size
commentId : F:TinyLife.Objects.Light.Size
id : Size
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Size
nameWithType : Light.Size
fullName : TinyLife.Objects.Light.Size
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
The size, in world space, of this light, centered on its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>.
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This value is multiplied with <xref href="TinyLife.Utilities.TextureHandler.TileWidth" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.Utilities.TextureHandler.TileHeight" data-throw-if-not-resolved="false"></xref>.
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example : [ ]
syntax :
content : public Vector2 Size
return :
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type : Microsoft.Xna.Framework.Vector2
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content.vb : Public Size As Vector2
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- uid : TinyLife.Objects.Light.Rotation
commentId : F:TinyLife.Objects.Light.Rotation
id : Rotation
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Rotation
nameWithType : Light.Rotation
fullName : TinyLife.Objects.Light.Rotation
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
The rotation that this light displays with, in radians.
Rotation is applied around the center of the light's <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref>.
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example : [ ]
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syntax :
content : public float Rotation
return :
type : System.Single
content.vb : Public Rotation As Single
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- uid : TinyLife.Objects.Light.Color
commentId : F:TinyLife.Objects.Light.Color
id : Color
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Color
nameWithType : Light.Color
fullName : TinyLife.Objects.Light.Color
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
The color that this light renders with.
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Note that, when drawing, this color is passed through <xref href="MLEM.Graphics.ColorExtensions.Invert(Microsoft.Xna.Framework.Color)" data-throw-if-not-resolved="false"></xref> due to the way the lightmap is drawn.
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example : [ ]
syntax :
content : public Color Color
return :
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type : Microsoft.Xna.Framework.Color
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content.vb : Public Color As Color
- uid : TinyLife.Objects.Light.IsDisabled
commentId : F:TinyLife.Objects.Light.IsDisabled
id : IsDisabled
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : IsDisabled
nameWithType : Light.IsDisabled
fullName : TinyLife.Objects.Light.IsDisabled
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : >-
Whether this light is currently disabled.
If a light is disabled, it will not be rendered.
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example : [ ]
syntax :
content : public bool IsDisabled
return :
type : System.Boolean
content.vb : Public IsDisabled As Boolean
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- uid : TinyLife.Objects.Light.Scale
commentId : F:TinyLife.Objects.Light.Scale
id : Scale
parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Scale
nameWithType : Light.Scale
fullName : TinyLife.Objects.Light.Scale
type : Field
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : The scale that this light is drawn with.
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example : [ ]
syntax :
content : public float Scale
return :
type : System.Single
content.vb : Public Scale As Single
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- uid : TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
commentId : M:TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
id : '#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)'
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parent : TinyLife.Objects.Light
langs :
- csharp
- vb
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name : Light(Map, Vector2, float, TextureRegion, Vector2, Color)
nameWithType : Light.Light(Map, Vector2, float, TextureRegion, Vector2, Color)
fullName : TinyLife.Objects.Light.Light(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
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type : Constructor
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : Creates a new light with the given settings
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example : [ ]
syntax :
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content : public Light(Map map, Vector2 position, float floor, TextureRegion texture, Vector2 size, Color color)
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parameters :
- id : map
type : TinyLife.World.Map
description : The map to add the light to
- id : position
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type : Microsoft.Xna.Framework.Vector2
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description : The light's position, in world space
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- id : floor
type : System.Single
description : The floor this light is on.
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- id : texture
type : MLEM.Textures.TextureRegion
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description : The light's texture
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- id : size
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type : Microsoft.Xna.Framework.Vector2
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description : The size of the light, centered on its <code class="paramref">position</code>
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- id : color
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type : Microsoft.Xna.Framework.Color
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description : The color to render the light with
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content.vb : Public Sub New(map As Map, position As Vector2, floor As Single, texture As TextureRegion, size As Vector2, color As Color)
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overload : TinyLife.Objects.Light.#ctor*
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nameWithType.vb : Light.New(Map, Vector2, Single, TextureRegion, Vector2, Color)
fullName.vb : TinyLife.Objects.Light.New(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
name.vb : New(Map, Vector2, Single, TextureRegion, Vector2, Color)
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- uid : TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
commentId : M:TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
id : Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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parent : TinyLife.Objects.Light
langs :
- csharp
- vb
name : Draw(GameTime, SpriteBatch)
nameWithType : Light.Draw(GameTime, SpriteBatch)
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fullName : TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch)
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type : Method
assemblies :
- Tiny Life
namespace : TinyLife.Objects
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summary : Draws the light in the world with the given sprite batch, at its current <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref> and with its current <xref href="TinyLife.Objects.Light.Color" data-throw-if-not-resolved="false"></xref>
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example : [ ]
syntax :
content : public virtual void Draw(GameTime time, SpriteBatch batch)
parameters :
- id : time
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type : Microsoft.Xna.Framework.GameTime
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description : The game's current time, which can be used for animations
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- id : batch
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type : Microsoft.Xna.Framework.Graphics.SpriteBatch
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description : The sprite batch to draw the light with
content.vb : Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch)
overload : TinyLife.Objects.Light.Draw*
references :
- uid : TinyLife.World.Map
commentId : T:TinyLife.World.Map
parent : TinyLife.World
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href : TinyLife.World.Map.html
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name : Map
nameWithType : Map
fullName : TinyLife.World.Map
- uid : TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
commentId : M:TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
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href : TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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name : AddLight(Light)
nameWithType : Map.AddLight(Light)
fullName : TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
spec.csharp :
- uid : TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
name : AddLight
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href : TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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- name : (
- uid : TinyLife.Objects.Light
name : Light
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href : TinyLife.Objects.Light.html
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- name : )
spec.vb :
- uid : TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
name : AddLight
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href : TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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- name : (
- uid : TinyLife.Objects.Light
name : Light
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href : TinyLife.Objects.Light.html
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- name : )
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- uid : TinyLife.Objects
commentId : N : TinyLife.Objects
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href : TinyLife.html
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name : TinyLife.Objects
nameWithType : TinyLife.Objects
fullName : TinyLife.Objects
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spec.csharp :
- uid : TinyLife
name : TinyLife
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href : TinyLife.html
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- name : .
- uid : TinyLife.Objects
name : Objects
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href : TinyLife.Objects.html
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spec.vb :
- uid : TinyLife
name : TinyLife
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href : TinyLife.html
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- name : .
- uid : TinyLife.Objects
name : Objects
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href : TinyLife.Objects.html
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- uid : System.Object
commentId : T:System.Object
parent : System
isExternal : true
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href : https://learn.microsoft.com/dotnet/api/system.object
name : object
nameWithType : object
fullName : object
nameWithType.vb : Object
fullName.vb : Object
name.vb : Object
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- uid : System.Object.Equals(System.Object)
commentId : M:System.Object.Equals(System.Object)
parent : System.Object
isExternal : true
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href : https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
name : Equals(object)
nameWithType : object.Equals(object)
fullName : object.Equals(object)
nameWithType.vb : Object.Equals(Object)
fullName.vb : Object.Equals(Object)
name.vb : Equals(Object)
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spec.csharp :
- uid : System.Object.Equals(System.Object)
name : Equals
isExternal : true
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href : https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
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- name : (
- uid : System.Object
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name : object
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isExternal : true
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href : https://learn.microsoft.com/dotnet/api/system.object
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- name : )
spec.vb :
- uid : System.Object.Equals(System.Object)
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