Tesseract Engine Documentation |
|
DarkWynter.Game.GameObjects Namespace
Namespace hierarchy
Classes
Class |
Description |
Arrows
|
An arrow indicating which node the player is on |
Billboard
|
A Billboard Sprite places a Texture in 3D space that is always oriented towards the user. This makes an effective tool to do lightweight props such as brush, clouds, smoke, or fire. GameObjects cann add Billboards to ObjectLibrary's BillboardList in the Draw_Billboards method. |
Bomb
|
An abstract door with locking mechanics. |
Bullet
|
A Bullet |
Coins
|
An abstract door with locking mechanics. |
CubeOfCubes
|
|
GpuObject
|
Represents a single object with physics being computed on the Gpu. |
Human
|
Child class of player which handles human interactions with the game |
Landscape
|
|
Particle
|
Particle game object |
Portal
|
An abstract door with locking mechanics. |
Prop
|
Creates a single generic prop object. Props require no additional code, and are loaded using the Prop tag in XML. Simply fill out the required fields and create a Location Map, and voila. |
SkySphere
|
Large sphere surrounding the game world. Like a sky-box, except spherical to simulate true atmospheric visibility. |
ThoughtsAI
|
|
TriggerPlane
|
An abstract door with locking mechanics. |
UserDefinedTypes
|
User-Defined types can be added to the engine by inheriting from GameObjectTypes and overloading it's CreateGameobjectType method. This method must create a new GameObject and assign it to the incoming GameObject. Creation of the GameObject by the overloaded User-Defined class should use a case statement to decide what kind of GameObject to create based on the Xml-based "type" parameter. |
WaterPlane
|
An abstract door with locking mechanics. |