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.