### YamlMime:ManagedReference
items:
- uid: TinyLife.GameImpl
commentId: T:TinyLife.GameImpl
id: GameImpl
parent: TinyLife
children:
- TinyLife.GameImpl.Achievements
- TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
- 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.FollowPerson(TinyLife.Objects.Person,System.Boolean,System.Action)
- TinyLife.GameImpl.FollowingPerson
- 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.OnFinalizingGameContent
- TinyLife.GameImpl.OnFinishedLoading
- TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
- 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
- TinyLife.GameImpl.ZoomCamera(System.Int32)
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: 57
assemblies:
- Tiny Life
namespace: TinyLife
summary: The main class for Tiny Life, which houses a set of important game-wide properties.
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: 62
assemblies:
- Tiny Life
namespace: TinyLife
summary: The game's version, gathered from the assembly
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: 67
assemblies:
- Tiny Life
namespace: TinyLife
summary: The game's singleton instance
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: 75
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
A set of instances being tracked on this map.
Achievements are automatically added to this collection if they are registered as instances.
To complete an achievement that doesn't have any goals manually, use .
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: 81
assemblies:
- Tiny Life
namespace: TinyLife
summary: The game's graphics metrics, gathered at the end of every call
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: 85
assemblies:
- Tiny Life
namespace: TinyLife
summary: The game's in-world camera, created in
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: 89
assemblies:
- Tiny Life
namespace: TinyLife
summary: The game's that is automatically moved to the 's position
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: 93
assemblies:
- Tiny Life
namespace: TinyLife
summary: The that is currently selected. Should always be set to either or any of .
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: 108
assemblies:
- Tiny Life
namespace: TinyLife
summary: The household that is currently being played, or null if in the main menu, editing a lot or on the map select screen
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: 112
assemblies:
- Tiny Life
namespace: TinyLife
summary: The money that the has, or if there is no active household
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: 122
assemblies:
- Tiny Life
namespace: TinyLife
summary: The lot that is currently being played on or edited, or null if in the main menu or on the map select screen
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: 128
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
The current .
Note that, if the current speed is and the game , is returned.
You can cause any ui instances to pause the game by using .
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: 141
assemblies:
- Tiny Life
namespace: TinyLife
summary: The that the camera is currently locked onto
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: 145
assemblies:
- Tiny Life
namespace: TinyLife
summary: The name of the save file that is currently being played, or null if in the main menu
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: 149
assemblies:
- Tiny Life
namespace: TinyLife
summary: The that is currently active
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: 154
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
The position that the game's cursor is currently at.
If gamepad controls are being used, an internal cursor position is returned. Otherwise, is returned.
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: 159
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
The that is currently used.
This is reset to at the start of every update.
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: 163
assemblies:
- Tiny Life
namespace: TinyLife
summary: The maps that are currently loaded, along with their names.
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: 167
assemblies:
- Tiny Life
namespace: TinyLife
summary: The map that the game's is currently on.
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.OnFinalizingGameContent
commentId: E:TinyLife.GameImpl.OnFinalizingGameContent
id: OnFinalizingGameContent
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: OnFinalizingGameContent
nameWithType: GameImpl.OnFinalizingGameContent
fullName: TinyLife.GameImpl.OnFinalizingGameContent
type: Event
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OnFinalizingGameContent
path: ../TinyLife/GameImpl.cs
startLine: 173
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
An event that is raised when this game's content is about to finish loading.
Note that "finalize" in this context refers not to object destruction, but to the completion of the loading process.
example: []
syntax:
content: public event Action OnFinalizingGameContent
return:
type: System.Action
content.vb: Public Event OnFinalizingGameContent 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: 177
assemblies:
- Tiny Life
namespace: TinyLife
summary: An event that is raised when the game's loading screen fades out.
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: 271
assemblies:
- Tiny Life
namespace: TinyLife
summary: Override this to load graphical resources required by the game.
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: 321
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
This method is called in .
It is the version that should be overridden by implementors to update game content.
example: []
syntax:
content: protected override void DoUpdate(GameTime gameTime)
parameters:
- id: gameTime
type: Microsoft.Xna.Framework.GameTime
description: The game's time
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: 627
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
This method is called in .
It is the version that should be overridden by implementors to draw game content.
example: []
syntax:
content: protected override void DoDraw(GameTime gameTime)
parameters:
- id: gameTime
type: Microsoft.Xna.Framework.GameTime
description: The game's time
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: 663
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: 681
assemblies:
- Tiny Life
namespace: TinyLife
summary: Rotates the camera by 90 degrees in a clockwise or counter-clockwise direction.
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.ZoomCamera(System.Int32)
commentId: M:TinyLife.GameImpl.ZoomCamera(System.Int32)
id: ZoomCamera(System.Int32)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: ZoomCamera(int)
nameWithType: GameImpl.ZoomCamera(int)
fullName: TinyLife.GameImpl.ZoomCamera(int)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: ZoomCamera
path: ../TinyLife/GameImpl.cs
startLine: 697
assemblies:
- Tiny Life
namespace: TinyLife
summary: Zooms the camera by the given delta
, either towards the center of the camera's viewport, or toward the if it is not on the UI.
example: []
syntax:
content: public void ZoomCamera(int delta)
parameters:
- id: delta
type: System.Int32
description: The delta to zoom by.
content.vb: Public Sub ZoomCamera(delta As Integer)
overload: TinyLife.GameImpl.ZoomCamera*
nameWithType.vb: GameImpl.ZoomCamera(Integer)
fullName.vb: TinyLife.GameImpl.ZoomCamera(Integer)
name.vb: ZoomCamera(Integer)
- 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: 709
assemblies:
- Tiny Life
namespace: TinyLife
summary: Returns 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.
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: 721
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Switches the game mode to the given mode, and sets up all of the required data.
Note that some game modes require certain data to be set prior to calling this method.
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: 819
assemblies:
- Tiny Life
namespace: TinyLife
summary: Switches the game's to the given map, additionally displaying a transition and resetting various UI states. is also invoked.
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: 846
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Returns whether the game allows changing the speed to at the current time.
If this returns true, and is set to , the speed is automatically engaged.
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: 857
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Returns whether the game mode of the game can currently be switched.
This method checks the if it is active, as well as the and the 's requirements.
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: 872
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Fades the keyboard lighting at a constant speed to make it result in the passed color.
This method only has an effect if the game is running on desktop, and the user has a lighting-capable keyboard.
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: 898
assemblies:
- Tiny Life
namespace: TinyLife
summary: Takes a screenshot and stores it in the default location, using a file name that contains the current date and time
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: 926
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Marks the given lot as visible for the player.
The method should be used in favor of this method in most cases.
By default, visibility lasts for 30 seconds of real time.
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: 942
assemblies:
- Tiny Life
namespace: TinyLife
summary: Marks a lot non-visible if it's currently visible to the player.
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: 953
assemblies:
- Tiny Life
namespace: TinyLife
summary: >-
Returns whether the given lot is considered visible to the player.
Note that passing the 's will always cause this method to return true.
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: 966
assemblies:
- Tiny Life
namespace: TinyLife
summary: Causes the camera to follow the given person
, optionally switching to the map the person is on using .
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.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
commentId: M:TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
id: AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: AddMapToSave(MapInfo, Action)
nameWithType: GameImpl.AddMapToSave(PerSaveOptions.MapInfo, Action)
fullName: TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo, System.Action)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: AddMapToSave
path: ../TinyLife/GameImpl.cs
startLine: 990
assemblies:
- Tiny Life
namespace: TinyLife
syntax:
content: public void AddMapToSave(PerSaveOptions.MapInfo info, Action after = null)
parameters:
- id: info
type: TinyLife.PerSaveOptions.MapInfo
- id: after
type: System.Action
content.vb: Public Sub AddMapToSave(info As PerSaveOptions.MapInfo, after As Action = Nothing)
overload: TinyLife.GameImpl.AddMapToSave*
- uid: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
commentId: M:TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
id: RemoveMapFromSave(TinyLife.World.Map)
parent: TinyLife.GameImpl
langs:
- csharp
- vb
name: RemoveMapFromSave(Map)
nameWithType: GameImpl.RemoveMapFromSave(Map)
fullName: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
type: Method
source:
remote:
path: TinyLife/GameImpl.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: RemoveMapFromSave
path: ../TinyLife/GameImpl.cs
startLine: 1008
assemblies:
- Tiny Life
namespace: TinyLife
syntax:
content: public void RemoveMapFromSave(Map map)
parameters:
- id: map
type: TinyLife.World.Map
content.vb: Public Sub RemoveMapFromSave(map As Map)
overload: TinyLife.GameImpl.RemoveMapFromSave*
- 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: 1019
assemblies:
- Tiny Life
namespace: TinyLife
summary: Completes the achievement in this map's collection with the given .
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
href: TinyLife.html
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)
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