### YamlMime:ManagedReference
items:
- uid: TinyLife.GameImpl
commentId: T:TinyLife.GameImpl
id: GameImpl
parent: TinyLife
children:
- TinyLife.GameImpl.Achievements
- TinyLife.GameImpl.Camera
- TinyLife.GameImpl.CanBeExtremelyFast
- TinyLife.GameImpl.CanSwitchGameModes
- TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
- TinyLife.GameImpl.CurrentCursor
- TinyLife.GameImpl.CurrentHousehold
- TinyLife.GameImpl.CurrentLot
- TinyLife.GameImpl.CurrentMap
- TinyLife.GameImpl.CurrentMaps
- TinyLife.GameImpl.CurrentTool
- TinyLife.GameImpl.CursorPosition
- TinyLife.GameImpl.Dispose(System.Boolean)
- TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
- TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
- TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
- TinyLife.GameImpl.FollowingPerson
- TinyLife.GameImpl.FollowPerson(TinyLife.Objects.Person,System.Boolean,System.Action)
- TinyLife.GameImpl.GraphicsMetrics
- TinyLife.GameImpl.Instance
- TinyLife.GameImpl.IsCursorOnUi
- TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
- TinyLife.GameImpl.Listener
- TinyLife.GameImpl.LoadContent
- TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
- TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
- TinyLife.GameImpl.Mode
- TinyLife.GameImpl.Money
- TinyLife.GameImpl.OnFinishedLoading
- TinyLife.GameImpl.OnLoadContentLater
- TinyLife.GameImpl.RotateCamera(System.Boolean)
- TinyLife.GameImpl.SaveName
- TinyLife.GameImpl.Speed
- TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
- TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
- TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Misc.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
- TinyLife.GameImpl.Version
langs:
- csharp
- vb
name: GameImpl
nameWithType: GameImpl
fullName: TinyLife.GameImpl
type: Class
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GameImpl
path: ../TinyLife/GameImpl.cs
startLine: 53
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe main class for Tiny Life, which houses a set of important game-wide properties.\n"
example: []
syntax:
content: 'public class GameImpl : MlemGame, IDisposable'
content.vb: Public Class GameImpl Inherits MlemGame Implements IDisposable
inheritance:
- System.Object
- Microsoft.Xna.Framework.Game
- MLEM.Startup.MlemGame
implements:
- System.IDisposable
inheritedMembers:
- MLEM.Startup.MlemGame.GraphicsDeviceManager
- MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
- MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
- MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
- MLEM.Startup.MlemGame.LoadContent``1(System.String)
- MLEM.Startup.MlemGame.Input
- MLEM.Startup.MlemGame.SpriteBatch
- MLEM.Startup.MlemGame.InputHandler
- MLEM.Startup.MlemGame.UiSystem
- MLEM.Startup.MlemGame.OnLoadContent
- MLEM.Startup.MlemGame.PreUpdate
- MLEM.Startup.MlemGame.OnUpdate
- MLEM.Startup.MlemGame.PreDraw
- MLEM.Startup.MlemGame.OnDraw
- Microsoft.Xna.Framework.Game.Dispose
- Microsoft.Xna.Framework.Game.Exit
- Microsoft.Xna.Framework.Game.ResetElapsedTime
- Microsoft.Xna.Framework.Game.SuppressDraw
- Microsoft.Xna.Framework.Game.RunOneFrame
- Microsoft.Xna.Framework.Game.Run
- Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior)
- Microsoft.Xna.Framework.Game.Tick
- Microsoft.Xna.Framework.Game.BeginDraw
- Microsoft.Xna.Framework.Game.EndDraw
- Microsoft.Xna.Framework.Game.BeginRun
- Microsoft.Xna.Framework.Game.EndRun
- Microsoft.Xna.Framework.Game.UnloadContent
- Microsoft.Xna.Framework.Game.Initialize
- Microsoft.Xna.Framework.Game.OnExiting(System.Object,System.EventArgs)
- Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)
- Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)
- Microsoft.Xna.Framework.Game.LaunchParameters
- Microsoft.Xna.Framework.Game.Components
- Microsoft.Xna.Framework.Game.InactiveSleepTime
- Microsoft.Xna.Framework.Game.MaxElapsedTime
- Microsoft.Xna.Framework.Game.IsActive
- Microsoft.Xna.Framework.Game.IsMouseVisible
- Microsoft.Xna.Framework.Game.TargetElapsedTime
- Microsoft.Xna.Framework.Game.IsFixedTimeStep
- Microsoft.Xna.Framework.Game.Services
- Microsoft.Xna.Framework.Game.Content
- Microsoft.Xna.Framework.Game.GraphicsDevice
- Microsoft.Xna.Framework.Game.Window
- Microsoft.Xna.Framework.Game.Activated
- Microsoft.Xna.Framework.Game.Deactivated
- Microsoft.Xna.Framework.Game.Disposed
- Microsoft.Xna.Framework.Game.Exiting
- 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.GameImpl.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.GameImpl.Version
commentId: F:TinyLife.GameImpl.Version
id: Version
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Version
nameWithType: GameImpl.Version
fullName: TinyLife.GameImpl.Version
type: Field
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Version
path: ../TinyLife/GameImpl.cs
startLine: 58
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe game's version, gathered from the assembly\n"
example: []
syntax:
content: public static readonly NuGetVersion Version
return:
type: NuGet.Versioning.NuGetVersion
content.vb: Public Shared ReadOnly Version As NuGetVersion
- uid: TinyLife.GameImpl.Instance
commentId: P:TinyLife.GameImpl.Instance
id: Instance
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Instance
nameWithType: GameImpl.Instance
fullName: TinyLife.GameImpl.Instance
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Instance
path: ../TinyLife/GameImpl.cs
startLine: 63
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe game's singleton instance\n"
example: []
syntax:
content: public static GameImpl Instance { get; }
parameters: []
return:
type: TinyLife.GameImpl
content.vb: Public Shared Property Instance As GameImpl
overload: TinyLife.GameImpl.Instance*
- uid: TinyLife.GameImpl.Achievements
commentId: F:TinyLife.GameImpl.Achievements
id: Achievements
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Achievements
nameWithType: GameImpl.Achievements
fullName: TinyLife.GameImpl.Achievements
type: Field
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Achievements
path: ../TinyLife/GameImpl.cs
startLine: 71
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nA set of instances being tracked on this map.\nAchievements are automatically added to this collection if they are registered as instances.\nTo complete an achievement, use .\n"
example: []
syntax:
content: public readonly HashSet Achievements
return:
type: System.Collections.Generic.HashSet{TinyLife.Goals.Achievement}
content.vb: Public ReadOnly Achievements As HashSet(Of Achievement)
- uid: TinyLife.GameImpl.GraphicsMetrics
commentId: P:TinyLife.GameImpl.GraphicsMetrics
id: GraphicsMetrics
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: GraphicsMetrics
nameWithType: GameImpl.GraphicsMetrics
fullName: TinyLife.GameImpl.GraphicsMetrics
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GraphicsMetrics
path: ../TinyLife/GameImpl.cs
startLine: 77
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe game's graphics metrics, gathered at the end of every call\n"
example: []
syntax:
content: public GraphicsMetrics GraphicsMetrics { get; }
parameters: []
return:
type: Microsoft.Xna.Framework.Graphics.GraphicsMetrics
content.vb: Public Property GraphicsMetrics As GraphicsMetrics
overload: TinyLife.GameImpl.GraphicsMetrics*
- uid: TinyLife.GameImpl.Camera
commentId: P:TinyLife.GameImpl.Camera
id: Camera
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Camera
nameWithType: GameImpl.Camera
fullName: TinyLife.GameImpl.Camera
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Camera
path: ../TinyLife/GameImpl.cs
startLine: 81
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe game's in-world camera, created in \n"
example: []
syntax:
content: public Camera Camera { get; }
parameters: []
return:
type: MLEM.Cameras.Camera
content.vb: Public Property Camera As Camera
overload: TinyLife.GameImpl.Camera*
- uid: TinyLife.GameImpl.Listener
commentId: P:TinyLife.GameImpl.Listener
id: Listener
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Listener
nameWithType: GameImpl.Listener
fullName: TinyLife.GameImpl.Listener
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Listener
path: ../TinyLife/GameImpl.cs
startLine: 85
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe game's that is automatically moved to the 's position\n"
example: []
syntax:
content: public AudioListener Listener { get; }
parameters: []
return:
type: Microsoft.Xna.Framework.Audio.AudioListener
content.vb: Public Property Listener As AudioListener
overload: TinyLife.GameImpl.Listener*
- uid: TinyLife.GameImpl.CurrentTool
commentId: P:TinyLife.GameImpl.CurrentTool
id: CurrentTool
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentTool
nameWithType: GameImpl.CurrentTool
fullName: TinyLife.GameImpl.CurrentTool
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentTool
path: ../TinyLife/GameImpl.cs
startLine: 89
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe that is currently selected. Should always be set to either or any of .\n"
example: []
syntax:
content: public Tool CurrentTool { get; set; }
parameters: []
return:
type: TinyLife.Tools.Tool
content.vb: Public Property CurrentTool As Tool
overload: TinyLife.GameImpl.CurrentTool*
- uid: TinyLife.GameImpl.CurrentHousehold
commentId: P:TinyLife.GameImpl.CurrentHousehold
id: CurrentHousehold
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentHousehold
nameWithType: GameImpl.CurrentHousehold
fullName: TinyLife.GameImpl.CurrentHousehold
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentHousehold
path: ../TinyLife/GameImpl.cs
startLine: 104
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe household that is currently being played, or null if in the main menu, editing a lot or on the map select screen\n"
example: []
syntax:
content: public Household CurrentHousehold { get; }
parameters: []
return:
type: TinyLife.World.Household
content.vb: Public Property CurrentHousehold As Household
overload: TinyLife.GameImpl.CurrentHousehold*
- uid: TinyLife.GameImpl.Money
commentId: P:TinyLife.GameImpl.Money
id: Money
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Money
nameWithType: GameImpl.Money
fullName: TinyLife.GameImpl.Money
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Money
path: ../TinyLife/GameImpl.cs
startLine: 108
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe money that the has, or if there is no active household\n"
example: []
syntax:
content: public float Money { get; set; }
parameters: []
return:
type: System.Single
content.vb: Public Property Money As Single
overload: TinyLife.GameImpl.Money*
- uid: TinyLife.GameImpl.CurrentLot
commentId: P:TinyLife.GameImpl.CurrentLot
id: CurrentLot
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentLot
nameWithType: GameImpl.CurrentLot
fullName: TinyLife.GameImpl.CurrentLot
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentLot
path: ../TinyLife/GameImpl.cs
startLine: 118
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe lot that is currently being played on or edited, or null if in the main menu or on the map select screen\n"
example: []
syntax:
content: public Lot CurrentLot { get; }
parameters: []
return:
type: TinyLife.World.Lot
content.vb: Public Property CurrentLot As Lot
overload: TinyLife.GameImpl.CurrentLot*
- uid: TinyLife.GameImpl.Speed
commentId: P:TinyLife.GameImpl.Speed
id: Speed
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Speed
nameWithType: GameImpl.Speed
fullName: TinyLife.GameImpl.Speed
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Speed
path: ../TinyLife/GameImpl.cs
startLine: 124
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe current .\nNote that, if the current speed is and the game , is returned.\nYou can cause any ui instances to pause the game by using .\n"
example: []
syntax:
content: public GameSpeed Speed { get; set; }
parameters: []
return:
type: TinyLife.GameSpeed
content.vb: Public Property Speed As GameSpeed
overload: TinyLife.GameImpl.Speed*
- uid: TinyLife.GameImpl.FollowingPerson
commentId: P:TinyLife.GameImpl.FollowingPerson
id: FollowingPerson
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: FollowingPerson
nameWithType: GameImpl.FollowingPerson
fullName: TinyLife.GameImpl.FollowingPerson
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FollowingPerson
path: ../TinyLife/GameImpl.cs
startLine: 137
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe that the camera is currently locked onto\n"
example: []
syntax:
content: public Person FollowingPerson { get; }
parameters: []
return:
type: TinyLife.Objects.Person
content.vb: Public Property FollowingPerson As Person
overload: TinyLife.GameImpl.FollowingPerson*
- uid: TinyLife.GameImpl.SaveName
commentId: P:TinyLife.GameImpl.SaveName
id: SaveName
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: SaveName
nameWithType: GameImpl.SaveName
fullName: TinyLife.GameImpl.SaveName
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SaveName
path: ../TinyLife/GameImpl.cs
startLine: 141
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe name of the save file that is currently being played, or null if in the main menu\n"
example: []
syntax:
content: public string SaveName { get; }
parameters: []
return:
type: System.String
content.vb: Public Property SaveName As String
overload: TinyLife.GameImpl.SaveName*
- uid: TinyLife.GameImpl.Mode
commentId: P:TinyLife.GameImpl.Mode
id: Mode
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Mode
nameWithType: GameImpl.Mode
fullName: TinyLife.GameImpl.Mode
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Mode
path: ../TinyLife/GameImpl.cs
startLine: 145
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe that is currently active\n"
example: []
syntax:
content: public GameImpl.GameMode Mode { get; }
parameters: []
return:
type: TinyLife.GameImpl.GameMode
content.vb: Public Property Mode As GameImpl.GameMode
overload: TinyLife.GameImpl.Mode*
- uid: TinyLife.GameImpl.CursorPosition
commentId: P:TinyLife.GameImpl.CursorPosition
id: CursorPosition
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CursorPosition
nameWithType: GameImpl.CursorPosition
fullName: TinyLife.GameImpl.CursorPosition
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CursorPosition
path: ../TinyLife/GameImpl.cs
startLine: 150
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe position that the game's cursor is currently at.\nIf gamepad controls are being used, an internal cursor position is returned. Otherwise, is returned.\n"
example: []
syntax:
content: public Vector2 CursorPosition { get; }
parameters: []
return:
type: Microsoft.Xna.Framework.Vector2
content.vb: Public ReadOnly Property CursorPosition As Vector2
overload: TinyLife.GameImpl.CursorPosition*
- uid: TinyLife.GameImpl.CurrentCursor
commentId: F:TinyLife.GameImpl.CurrentCursor
id: CurrentCursor
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentCursor
nameWithType: GameImpl.CurrentCursor
fullName: TinyLife.GameImpl.CurrentCursor
type: Field
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentCursor
path: ../TinyLife/GameImpl.cs
startLine: 155
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe that is currently used.\nThis is reset to at the start of every update.\n"
example: []
syntax:
content: public CursorType CurrentCursor
return:
type: TinyLife.Uis.CursorType
content.vb: Public CurrentCursor As CursorType
- uid: TinyLife.GameImpl.CurrentMaps
commentId: P:TinyLife.GameImpl.CurrentMaps
id: CurrentMaps
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentMaps
nameWithType: GameImpl.CurrentMaps
fullName: TinyLife.GameImpl.CurrentMaps
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentMaps
path: ../TinyLife/GameImpl.cs
startLine: 159
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe maps that are currently loaded, along with their names.\n"
example: []
syntax:
content: public Dictionary CurrentMaps { get; }
parameters: []
return:
type: System.Collections.Generic.Dictionary{System.String,TinyLife.World.Map}
content.vb: Public Property CurrentMaps As Dictionary(Of String, Map)
overload: TinyLife.GameImpl.CurrentMaps*
- uid: TinyLife.GameImpl.CurrentMap
commentId: P:TinyLife.GameImpl.CurrentMap
id: CurrentMap
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CurrentMap
nameWithType: GameImpl.CurrentMap
fullName: TinyLife.GameImpl.CurrentMap
type: Property
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CurrentMap
path: ../TinyLife/GameImpl.cs
startLine: 163
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nThe map that the game's is currently on.\n"
example: []
syntax:
content: public Map CurrentMap { get; }
parameters: []
return:
type: TinyLife.World.Map
content.vb: Public Property CurrentMap As Map
overload: TinyLife.GameImpl.CurrentMap*
- uid: TinyLife.GameImpl.OnLoadContentLater
commentId: E:TinyLife.GameImpl.OnLoadContentLater
id: OnLoadContentLater
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: OnLoadContentLater
nameWithType: GameImpl.OnLoadContentLater
fullName: TinyLife.GameImpl.OnLoadContentLater
type: Event
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OnLoadContentLater
path: ../TinyLife/GameImpl.cs
startLine: 168
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nAn event that is raised in the game's loading screen while loading additional mod content.\n"
example: []
syntax:
content: public event Action OnLoadContentLater
return:
type: System.Action
content.vb: Public Event OnLoadContentLater As Action
- uid: TinyLife.GameImpl.OnFinishedLoading
commentId: E:TinyLife.GameImpl.OnFinishedLoading
id: OnFinishedLoading
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: OnFinishedLoading
nameWithType: GameImpl.OnFinishedLoading
fullName: TinyLife.GameImpl.OnFinishedLoading
type: Event
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OnFinishedLoading
path: ../TinyLife/GameImpl.cs
startLine: 172
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nAn event that is raised when the game's loading screen fades out.\n"
example: []
syntax:
content: public event Action OnFinishedLoading
return:
type: System.Action
content.vb: Public Event OnFinishedLoading As Action
- uid: TinyLife.GameImpl.LoadContent
commentId: M:TinyLife.GameImpl.LoadContent
id: LoadContent
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: LoadContent()
nameWithType: GameImpl.LoadContent()
fullName: TinyLife.GameImpl.LoadContent()
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: LoadContent
path: ../TinyLife/GameImpl.cs
startLine: 263
assemblies:
- Tiny Life
namespace: TinyLife
example: []
syntax:
content: protected override void LoadContent()
content.vb: Protected Overrides Sub LoadContent()
overridden: MLEM.Startup.MlemGame.LoadContent
overload: TinyLife.GameImpl.LoadContent*
- uid: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
commentId: M:TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
id: DoUpdate(Microsoft.Xna.Framework.GameTime)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: DoUpdate(GameTime)
nameWithType: GameImpl.DoUpdate(GameTime)
fullName: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: DoUpdate
path: ../TinyLife/GameImpl.cs
startLine: 319
assemblies:
- Tiny Life
namespace: TinyLife
example: []
syntax:
content: protected override void DoUpdate(GameTime gameTime)
parameters:
- id: gameTime
type: Microsoft.Xna.Framework.GameTime
content.vb: Protected Overrides Sub DoUpdate(gameTime As GameTime)
overridden: MLEM.Startup.MlemGame.DoUpdate(Microsoft.Xna.Framework.GameTime)
overload: TinyLife.GameImpl.DoUpdate*
- uid: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
commentId: M:TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
id: DoDraw(Microsoft.Xna.Framework.GameTime)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: DoDraw(GameTime)
nameWithType: GameImpl.DoDraw(GameTime)
fullName: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: DoDraw
path: ../TinyLife/GameImpl.cs
startLine: 570
assemblies:
- Tiny Life
namespace: TinyLife
example: []
syntax:
content: protected override void DoDraw(GameTime gameTime)
parameters:
- id: gameTime
type: Microsoft.Xna.Framework.GameTime
content.vb: Protected Overrides Sub DoDraw(gameTime As GameTime)
overridden: MLEM.Startup.MlemGame.DoDraw(Microsoft.Xna.Framework.GameTime)
overload: TinyLife.GameImpl.DoDraw*
- uid: TinyLife.GameImpl.Dispose(System.Boolean)
commentId: M:TinyLife.GameImpl.Dispose(System.Boolean)
id: Dispose(System.Boolean)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: Dispose(bool)
nameWithType: GameImpl.Dispose(bool)
fullName: TinyLife.GameImpl.Dispose(bool)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Dispose
path: ../TinyLife/GameImpl.cs
startLine: 607
assemblies:
- Tiny Life
namespace: TinyLife
example: []
syntax:
content: protected override void Dispose(bool disposing)
parameters:
- id: disposing
type: System.Boolean
content.vb: Protected Overrides Sub Dispose(disposing As Boolean)
overridden: Microsoft.Xna.Framework.Game.Dispose(System.Boolean)
overload: TinyLife.GameImpl.Dispose*
nameWithType.vb: GameImpl.Dispose(Boolean)
fullName.vb: TinyLife.GameImpl.Dispose(Boolean)
name.vb: Dispose(Boolean)
- uid: TinyLife.GameImpl.RotateCamera(System.Boolean)
commentId: M:TinyLife.GameImpl.RotateCamera(System.Boolean)
id: RotateCamera(System.Boolean)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: RotateCamera(bool)
nameWithType: GameImpl.RotateCamera(bool)
fullName: TinyLife.GameImpl.RotateCamera(bool)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: RotateCamera
path: ../TinyLife/GameImpl.cs
startLine: 625
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nRotates the camera by 90 degrees in a clockwise or counter-clockwise direction.\n"
example: []
syntax:
content: public void RotateCamera(bool ccw)
parameters:
- id: ccw
type: System.Boolean
description: Whether the rotation should be counter-clockwise.
content.vb: Public Sub RotateCamera(ccw As Boolean)
overload: TinyLife.GameImpl.RotateCamera*
nameWithType.vb: GameImpl.RotateCamera(Boolean)
fullName.vb: TinyLife.GameImpl.RotateCamera(Boolean)
name.vb: RotateCamera(Boolean)
- uid: TinyLife.GameImpl.IsCursorOnUi
commentId: M:TinyLife.GameImpl.IsCursorOnUi
id: IsCursorOnUi
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: IsCursorOnUi()
nameWithType: GameImpl.IsCursorOnUi()
fullName: TinyLife.GameImpl.IsCursorOnUi()
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: IsCursorOnUi
path: ../TinyLife/GameImpl.cs
startLine: 641
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nReturns true if the mouse is currently on top of any ui element in the or the system's auto-navigation cursor is currently being used.\n"
example: []
syntax:
content: public bool IsCursorOnUi()
return:
type: System.Boolean
description: true if the cursor is currently on the ui.
content.vb: Public Function IsCursorOnUi() As Boolean
overload: TinyLife.GameImpl.IsCursorOnUi*
- uid: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
commentId: M:TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
id: SwitchGameMode(TinyLife.GameImpl.GameMode)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: SwitchGameMode(GameMode)
nameWithType: GameImpl.SwitchGameMode(GameImpl.GameMode)
fullName: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SwitchGameMode
path: ../TinyLife/GameImpl.cs
startLine: 653
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nSwitches the game mode to the given mode, and sets up all of the required data.\nNote that some game modes require certain data to be set prior to calling this method.\n"
example: []
syntax:
content: public void SwitchGameMode(GameImpl.GameMode mode)
parameters:
- id: mode
type: TinyLife.GameImpl.GameMode
description: The game mode to switch to
content.vb: Public Sub SwitchGameMode(mode As GameImpl.GameMode)
overload: TinyLife.GameImpl.SwitchGameMode*
- uid: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
commentId: M:TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
id: SwitchMap(TinyLife.World.Map,System.Action,System.Action)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: SwitchMap(Map, Action, Action)
nameWithType: GameImpl.SwitchMap(Map, Action, Action)
fullName: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map, System.Action, System.Action)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SwitchMap
path: ../TinyLife/GameImpl.cs
startLine: 743
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nSwitches the game's to the given map, additionally displaying a transition and resetting various UI states. is also invoked.\n"
example: []
syntax:
content: public void SwitchMap(Map map, Action inbetween = null, Action after = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to change to.
- id: inbetween
type: System.Action
description: An optional inbetween action, which is passed to .
- id: after
type: System.Action
description: An optional after action, which is passed to .
content.vb: Public Sub SwitchMap(map As Map, inbetween As Action = Nothing, after As Action = Nothing)
overload: TinyLife.GameImpl.SwitchMap*
- uid: TinyLife.GameImpl.CanBeExtremelyFast
commentId: M:TinyLife.GameImpl.CanBeExtremelyFast
id: CanBeExtremelyFast
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CanBeExtremelyFast()
nameWithType: GameImpl.CanBeExtremelyFast()
fullName: TinyLife.GameImpl.CanBeExtremelyFast()
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanBeExtremelyFast
path: ../TinyLife/GameImpl.cs
startLine: 770
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nReturns whether the game allows changing the speed to at the current time.\nIf this returns true, and is set to , the speed is automatically engaged.\n"
example: []
syntax:
content: public bool CanBeExtremelyFast()
return:
type: System.Boolean
description: Whether the game can become extremely fast
content.vb: Public Function CanBeExtremelyFast() As Boolean
overload: TinyLife.GameImpl.CanBeExtremelyFast*
- uid: TinyLife.GameImpl.CanSwitchGameModes
commentId: M:TinyLife.GameImpl.CanSwitchGameModes
id: CanSwitchGameModes
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CanSwitchGameModes()
nameWithType: GameImpl.CanSwitchGameModes()
fullName: TinyLife.GameImpl.CanSwitchGameModes()
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanSwitchGameModes
path: ../TinyLife/GameImpl.cs
startLine: 781
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nReturns whether the game mode of the game can currently be switched.\nThis method checks the if it is active, as well as the and the 's requirements.\n"
example: []
syntax:
content: public bool CanSwitchGameModes()
return:
type: System.Boolean
description: Whether the game can currently switch game modes.
content.vb: Public Function CanSwitchGameModes() As Boolean
overload: TinyLife.GameImpl.CanSwitchGameModes*
- uid: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
commentId: M:TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
id: FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: FadeKeyboardLighting(Color)
nameWithType: GameImpl.FadeKeyboardLighting(Color)
fullName: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FadeKeyboardLighting
path: ../TinyLife/GameImpl.cs
startLine: 796
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nFades the keyboard lighting at a constant speed to make it result in the passed color.\nThis method only has an effect if the game is running on desktop, and the user has a lighting-capable keyboard.\n"
example: []
syntax:
content: public void FadeKeyboardLighting(Color newColor)
parameters:
- id: newColor
type: Microsoft.Xna.Framework.Color
description: The color to fade to; transparency is ignored
content.vb: Public Sub FadeKeyboardLighting(newColor As Color)
overload: TinyLife.GameImpl.FadeKeyboardLighting*
- uid: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Misc.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
commentId: M:TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Misc.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
id: TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Misc.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D)
nameWithType: GameImpl.TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D)
fullName: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point, MLEM.Misc.RectangleF?, Microsoft.Xna.Framework.Matrix?, Microsoft.Xna.Framework.Graphics.RenderTarget2D)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: TakeScreenshot
path: ../TinyLife/GameImpl.cs
startLine: 822
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nTakes a screenshot and stores it in the default location, using a file name that contains the current date and time\n"
example: []
syntax:
content: public void TakeScreenshot(Point size, RectangleF? visibleArea = null, Matrix? visibleMatrix = null, RenderTarget2D lightmap = null)
parameters:
- id: size
type: Microsoft.Xna.Framework.Point
description: The size, in pixels, of the resulting screenshots
- id: visibleArea
type: System.Nullable{MLEM.Misc.RectangleF}
description: The area that should be marked as visible, in world space. This determines culling values.
- id: visibleMatrix
type: System.Nullable{Microsoft.Xna.Framework.Matrix}
description: A matrix that has a translation and scale that determines the visible area of the screenshot
- id: lightmap
type: Microsoft.Xna.Framework.Graphics.RenderTarget2D
description: The light map to draw light onto, or null to use the default light map
content.vb: Public Sub TakeScreenshot(size As Point, visibleArea As RectangleF? = Nothing, visibleMatrix As Matrix? = Nothing, lightmap As RenderTarget2D = Nothing)
overload: TinyLife.GameImpl.TakeScreenshot*
- uid: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
commentId: M:TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
id: MarkLotVisible(TinyLife.World.Lot)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: MarkLotVisible(Lot)
nameWithType: GameImpl.MarkLotVisible(Lot)
fullName: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: MarkLotVisible
path: ../TinyLife/GameImpl.cs
startLine: 850
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nMarks the given lot as visible for the player.\nThe method should be used in favor of this method in most cases.\nBy default, visibility lasts for 30 seconds of real time.\n"
example: []
syntax:
content: public void MarkLotVisible(Lot lot)
parameters:
- id: lot
type: TinyLife.World.Lot
description: The lot to mark as visible
content.vb: Public Sub MarkLotVisible(lot As Lot)
overload: TinyLife.GameImpl.MarkLotVisible*
- uid: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
commentId: M:TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
id: MarkLotNonVisible(TinyLife.World.Lot)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: MarkLotNonVisible(Lot)
nameWithType: GameImpl.MarkLotNonVisible(Lot)
fullName: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: MarkLotNonVisible
path: ../TinyLife/GameImpl.cs
startLine: 866
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nMarks a lot non-visible if it's currently visible to the player.\n"
example: []
syntax:
content: public void MarkLotNonVisible(Lot lot)
parameters:
- id: lot
type: TinyLife.World.Lot
description: The lot to remove visibility for
content.vb: Public Sub MarkLotNonVisible(lot As Lot)
overload: TinyLife.GameImpl.MarkLotNonVisible*
- uid: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
commentId: M:TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
id: IsLotVisible(TinyLife.World.Lot)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: IsLotVisible(Lot)
nameWithType: GameImpl.IsLotVisible(Lot)
fullName: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: IsLotVisible
path: ../TinyLife/GameImpl.cs
startLine: 877
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nReturns whether the given lot is considered visible to the player.\nNote that passing the 's will always cause this method to return true.\n"
example: []
syntax:
content: public bool IsLotVisible(Lot lot)
parameters:
- id: lot
type: TinyLife.World.Lot
description: The lot to query
return:
type: System.Boolean
description: Whether the lot is visible
content.vb: Public Function IsLotVisible(lot As Lot) As Boolean
overload: TinyLife.GameImpl.IsLotVisible*
- uid: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.Person,System.Boolean,System.Action)
commentId: M:TinyLife.GameImpl.FollowPerson(TinyLife.Objects.Person,System.Boolean,System.Action)
id: FollowPerson(TinyLife.Objects.Person,System.Boolean,System.Action)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: FollowPerson(Person, bool, Action)
nameWithType: GameImpl.FollowPerson(Person, bool, Action)
fullName: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.Person, bool, System.Action)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FollowPerson
path: ../TinyLife/GameImpl.cs
startLine: 890
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nCauses the camera to follow the given person
, optionally switching to the map the person is on using .\n"
example: []
syntax:
content: public bool FollowPerson(Person person, bool switchToMap = true, Action additionalAction = null)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person to follow.
- id: switchToMap
type: System.Boolean
description: Whether to switch to the map the person is on.
- id: additionalAction
type: System.Action
description: An optional additional action that should be invoked when the camera is moved, which is passed to when switching maps, or invoked immediately when not switching maps.
return:
type: System.Boolean
description: Whether following the person was successful.
content.vb: Public Function FollowPerson(person As Person, switchToMap As Boolean = True, additionalAction As Action = Nothing) As Boolean
overload: TinyLife.GameImpl.FollowPerson*
nameWithType.vb: GameImpl.FollowPerson(Person, Boolean, Action)
fullName.vb: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.Person, Boolean, System.Action)
name.vb: FollowPerson(Person, Boolean, Action)
- uid: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
commentId: M:TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
id: CompleteAchievement(TinyLife.Goals.AchievementType)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: CompleteAchievement(AchievementType)
nameWithType: GameImpl.CompleteAchievement(AchievementType)
fullName: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CompleteAchievement
path: ../TinyLife/GameImpl.cs
startLine: 919
assemblies:
- Tiny Life
namespace: TinyLife
summary: "\nCompletes the achievement in this map's collection with the given .\n"
example: []
syntax:
content: public bool CompleteAchievement(AchievementType type)
parameters:
- id: type
type: TinyLife.Goals.AchievementType
description: The type of achievement to complete.
return:
type: System.Boolean
description: true if the achievement could be completed successfully, false if it was already completed.
content.vb: Public Function CompleteAchievement(type As AchievementType) As Boolean
overload: TinyLife.GameImpl.CompleteAchievement*
references:
- uid: TinyLife
commentId: N:TinyLife
name: TinyLife
nameWithType: TinyLife
fullName: TinyLife
- uid: System.Object
commentId: T:System.Object
parent: System
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
name: object
nameWithType: object
fullName: object
nameWithType.vb: Object
fullName.vb: Object
name.vb: Object
- uid: Microsoft.Xna.Framework.Game
commentId: T:Microsoft.Xna.Framework.Game
parent: Microsoft.Xna.Framework
isExternal: true
name: Game
nameWithType: Game
fullName: Microsoft.Xna.Framework.Game
- uid: MLEM.Startup.MlemGame
commentId: T:MLEM.Startup.MlemGame
parent: MLEM.Startup
isExternal: true
name: MlemGame
nameWithType: MlemGame
fullName: MLEM.Startup.MlemGame
- uid: System.IDisposable
commentId: T:System.IDisposable
parent: System
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.idisposable
name: IDisposable
nameWithType: IDisposable
fullName: System.IDisposable
- uid: MLEM.Startup.MlemGame.GraphicsDeviceManager
commentId: F:MLEM.Startup.MlemGame.GraphicsDeviceManager
parent: MLEM.Startup.MlemGame
isExternal: true
name: GraphicsDeviceManager
nameWithType: MlemGame.GraphicsDeviceManager
fullName: MLEM.Startup.MlemGame.GraphicsDeviceManager
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
commentId: M:MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
parent: MLEM.Startup.MlemGame
isExternal: true
name: Update(GameTime)
nameWithType: MlemGame.Update(GameTime)
fullName: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
spec.csharp:
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
name: Update
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.GameTime
name: GameTime
isExternal: true
- name: )
spec.vb:
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
name: Update
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.GameTime
name: GameTime
isExternal: true
- name: )
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
commentId: M:MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
parent: MLEM.Startup.MlemGame
isExternal: true
name: Draw(GameTime)
nameWithType: MlemGame.Draw(GameTime)
fullName: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
spec.csharp:
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
name: Draw
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.GameTime
name: GameTime
isExternal: true
- name: )
spec.vb:
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
name: Draw
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.GameTime
name: GameTime
isExternal: true
- name: )
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
commentId: M:MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
parent: MLEM.Startup.MlemGame
isExternal: true
name: InitializeDefaultUiStyle(SpriteBatch)
nameWithType: MlemGame.InitializeDefaultUiStyle(SpriteBatch)
fullName: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
spec.csharp:
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
name: InitializeDefaultUiStyle
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.Graphics.SpriteBatch
name: SpriteBatch
isExternal: true
- name: )
spec.vb:
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
name: InitializeDefaultUiStyle
isExternal: true
- name: (
- uid: Microsoft.Xna.Framework.Graphics.SpriteBatch
name: SpriteBatch
isExternal: true
- name: )
- uid: MLEM.Startup.MlemGame.LoadContent``1(System.String)
commentId: M:MLEM.Startup.MlemGame.LoadContent``1(System.String)
parent: MLEM.Startup.MlemGame
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
name: LoadContent(string)
nameWithType: MlemGame.LoadContent(string)
fullName: MLEM.Startup.MlemGame.LoadContent(string)
nameWithType.vb: MlemGame.LoadContent(Of T)(String)
fullName.vb: MLEM.Startup.MlemGame.LoadContent(Of T)(String)
name.vb: LoadContent(Of T)(String)
spec.csharp:
- uid: MLEM.Startup.MlemGame.LoadContent``1(System.String)
name: LoadContent
isExternal: true
- name: <
- name: T
- name: '>'
- name: (
- uid: System.String
name: string
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: )
spec.vb:
- uid: MLEM.Startup.MlemGame.LoadContent``1(System.String)
name: LoadContent
isExternal: true
- name: (
- name: Of
- name: " "
- name: T
- name: )
- name: (
- uid: System.String
name: String
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: )
- uid: MLEM.Startup.MlemGame.Input
commentId: P:MLEM.Startup.MlemGame.Input
parent: MLEM.Startup.MlemGame
isExternal: true
name: Input
nameWithType: MlemGame.Input
fullName: MLEM.Startup.MlemGame.Input
- uid: MLEM.Startup.MlemGame.SpriteBatch
commentId: P:MLEM.Startup.MlemGame.SpriteBatch
parent: MLEM.Startup.MlemGame
isExternal: true
name: SpriteBatch
nameWithType: MlemGame.SpriteBatch
fullName: MLEM.Startup.MlemGame.SpriteBatch
- uid: MLEM.Startup.MlemGame.InputHandler
commentId: P:MLEM.Startup.MlemGame.InputHandler
parent: MLEM.Startup.MlemGame
isExternal: true
name: InputHandler
nameWithType: MlemGame.InputHandler
fullName: MLEM.Startup.MlemGame.InputHandler
- uid: MLEM.Startup.MlemGame.UiSystem
commentId: P:MLEM.Startup.MlemGame.UiSystem
parent: MLEM.Startup.MlemGame
isExternal: true
name: UiSystem
nameWithType: MlemGame.UiSystem
fullName: MLEM.Startup.MlemGame.UiSystem
- uid: MLEM.Startup.MlemGame.OnLoadContent
commentId: E:MLEM.Startup.MlemGame.OnLoadContent
parent: MLEM.Startup.MlemGame
isExternal: true
name: OnLoadContent
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