Package : ElementalGame


MODEL
Name: EleMental_Cycle4
File Name: EleMental.Uml
File Spec: D:\College\Studio\EleMental.Uml
Language: C#
Tagged Values: None
Constraints: None
Requirements: None
Scenarios: None
Test Cases: None
Glossary: None
Project Issues: None
Project Tasks: None
Model Packages Hierarchy:



PACKAGE : ElementalGame
Member of Package: EleMental_Cycle4
Stereotype: Namespace
Links: None
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None
Contents of Package: ElementalGame
Packages [0]
Actors [0]
Classes [81]
Components [0]
Nodes [0]
Use Cases [0]
Associations [164]
Dependencies [7]
Generalizations [12]
N-Ary Associations [0]
Collaborations [0]
Objects [0]
Activities [0]
Decisions [0]
Signals [0]
Synch Bars [0]
States [0]
Frames [0]
Transitions [0]
Flows [0]
Messages [0]
Diagrams [0]


PACKAGES
None

ACTORS
None

CLASSES
Name: AI
Name: AIState
Name: Audio
Name: AudioEngine
Name: BasicEffect
Name: BitmapFont
Name: BoundingSphere
Name: CharacterType
Name: Collision
Name: ContentManager
Name: ControllerInput
Name: ControllerType
Name: ControlsSetup
Name: Cue
Name: Effect
Name: ElementalGame
Name: ElementalMode
Name: GameController
Name: GameFlow
Name: GameMenu
Name: GameMenuButton
Name: GameMenuElement
Name: GameMenuLabel
Name: GameMenuOption
Name: GameMenuValueInput
Name: GameObject
Name: GameOverScreen
Name: GamePadState
Name: GameScreen
Name: GameSetup
Name: GameState
Name: GameType
Name: GraphicsDeviceManager
Name: HeadsUpDisplay
Name: Human
Name: IndexBuffer
Name: KeyboardState
Name: LevelInfoStruct
Name: List
Name: Mass
Name: Matrix
Name: MenuElementType
Name: Model
Name: MouseState
Name: ObjectLibrary
Name: ObjectType
Name: Particle
Name: ParticleManager
Name: ParticleSystem
Name: ParticleType
Name: Player
Name: PlayerIndex
Name: PlayerSetup
Name: PlayerState
Name: ProductionMode
Name: Program
Name: Prop
Name: PropManager
Name: Quaternion
Name: Random
Name: Renderer
Name: RenderTarget2D
Name: Room
Name: ShieldType
Name: SkySphere
Name: SoundBank
Name: SpriteBatch
Name: Stopwatch
Name: TargetObject
Name: Terrain
Name: Texture2D
Name: TextWriter
Name: TitleScreen
Name: Vector2
Name: Vector3
Name: VertexBuffer
Name: VertexDeclaration
Name: VertexPositionNormalTexture
Name: Viewport
Name: WaveBank
Name: XmlNode

Class : AI
Visibility: public
Filename: AI.cs
Language: C#
Class Parameters: None
Attributes:
ATTACK_RADIUS
Type: int
Default Value: 100
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
intelligence
Type: int
Default Value: 8
Visibility: public
Visible: Yes
Description: Number between 1 and 10 for smartness (10 being super smart)
Parameters: None
Operations:
AI
Visibility: public
Stereotype: Constructor
Visible: Yes
Constructor Initializer: base(playerNumber)
Parameters:
playerNumber
Type: int
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
AngleToDirection
Return Type: float
Visibility: private
Visible: Yes
Parameters:
direction
Type: Vector3
Visible: Yes
Tagged Values: None
MoveTowardDirection
Return Type: void
Visibility: private
Visible: Yes
Parameters:
direction
Type: Vector3
Visible: Yes
Tagged Values: None
DoSmarterThing
Return Type: bool
Visibility: private
Visible: Yes
Parameters: None
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : AIState
Stereotype: Enum
Visibility: public
Filename: AI.cs
Language: C#
Description: AI State
Class Parameters: None
Attributes:
IDLE
Visible: Yes
Parameters: None
GOTO
Visible: Yes
Parameters: None
ATTACK
Visible: Yes
Parameters: None
EVADE
Visible: Yes
Parameters: None
DEBUG1
Visible: Yes
Parameters: None
DEBUG2
Visible: Yes
Parameters: None
Operations: None
Nested Classes: None

Class : Audio
Visibility: public
Filename: Audio.cs
Language: C#
Static: Yes
Class Parameters: None
Attributes: None
Operations:
Initialize
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
Update
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: You must wind the clock
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Init - XML Parsing
Parameters: None
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters:
branch
Type: XmlNode
Visible: Yes
Tagged Values: None
LoadXML
Return Type: void
Visibility: private
Static: Yes
Visible: Yes
Parameters:
musicNode
Type: XmlNode
Visible: Yes
Tagged Values: None
LoadRandom
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Simple play modes
Parameters: None
Tagged Values: None
LoadSong
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
PlayCue
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Mixing
Parameters:
cueName
Type: string
Visible: Yes
Tagged Values: None
GetCue
Return Type: Cue
Visibility: public
Static: Yes
Visible: Yes
Parameters:
levelMusic
Type: string
Visible: Yes
Tagged Values: None
PlayLevelSong
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters:
songName
Type: string
Visible: Yes
Tagged Values: None
PlayTitleSong
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
startInstrument
Return Type: void
Visibility: private
Static: Yes
Visible: Yes
Parameters:
cueNumber
Type: int
Visible: Yes
Tagged Values: None
stopInstrument
Return Type: void
Visibility: private
Static: Yes
Visible: Yes
Parameters:
cueNumber
Type: int
Visible: Yes
Tagged Values: None
playCue
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Generic Effect Methods
----------------------------
Used to play a user defined sound effects
Parameters:
cueName
Type: string
Visible: Yes
Tagged Values: None
stopCue
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters:
cueName
Type: string
Visible: Yes
Tagged Values: None
menuOpen
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Menu Sounds
Parameters: None
Tagged Values: None
menuClosed
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
menuUp
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
menuDown
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
menuLeft
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
menuRight
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
directAttack
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Game Sounds
Parameters:
partType
Type: ParticleSystem.ParticleType
Visible: Yes
Tagged Values: None
areaAttack
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters:
partType
Type: ParticleSystem.ParticleType
Visible: Yes
Tagged Values: None
jump
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Motion Sounds
Parameters: None
Tagged Values: None
fly
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
translate
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
rotate
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Deinit - Stop Music
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : AudioEngine
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : BasicEffect
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : BitmapFont
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : BoundingSphere
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : CharacterType
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Collision
Visibility: public
Filename: Collision.cs
Language: C#
Description: Main class where all of our object collisions are handled place
Class Parameters: None
Attributes:
timeInterval
Type: float
Visible: Yes
Parameters: None
Operations:
Collision
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Constructor:
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
UpdateCollision
Return Type: void
Visibility: public
Visible: Yes
Description: Calls all the Collision functions in order
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
EnforceBoundary
Return Type: void
Visibility: public
Visible: Yes
Description: Perform the actual check and enforcement
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
mass
Type: Mass
Kind: Ref
Visible: Yes
Tagged Values: None
UpdateParticles
Return Type: void
Visibility: private
Visible: Yes
Description: Function to store particle information in our lookup map
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
staticUpdate
Type: bool
Visible: Yes
Tagged Values: None
UpdateProps
Return Type: void
Visibility: private
Visible: Yes
Description: Update props in propmap; Enforce Bounds checking
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
props
Type: List
Visible: Yes
Tagged Values: None
ParticleCollision
Return Type: void
Visibility: private
Visible: Yes
Description: Particle to Particle
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
particleManager
Type: ParticleManager
Visible: Yes
Tagged Values: None
ObjectObjectCollision
Return Type: void
Visibility: private
Visible: Yes
Description: Handles collisions between two objects
Note: All references to normal in this function refers to the normal of impact
Parameters:
mass1
Type: Mass
Visible: Yes
mass2
Type: Mass
Visible: Yes
Tagged Values: None
PlayerCollision
Return Type: void
Visibility: private
Visible: Yes
Description: Player to Player
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
humans
Type: List
Visible: Yes
bots
Type: List
Visible: Yes
Tagged Values: None
ParticleTerrain
Return Type: void
Visibility: private
Visible: Yes
Description: Particle to Terrain
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
particleManager
Type: ParticleManager
Visible: Yes
terrain
Type: Terrain
Visible: Yes
Tagged Values: None
ParticleProp
Return Type: void
Visibility: private
Visible: Yes
Description: Particle to Prop
Parameters:
particleManager
Type: ParticleManager
Visible: Yes
props
Type: List
Visible: Yes
Tagged Values: None
ParticlePlayer
Return Type: void
Visibility: private
Visible: Yes
Description: Particle to Player
Parameters:
particleManager
Type: ParticleManager
Visible: Yes
humans
Type: List
Visible: Yes
bots
Type: List
Visible: Yes
Tagged Values: None
ActivePlayerAgainstParticle
Return Type: void
Visibility: private
Visible: Yes
Parameters:
particleManager
Type: ParticleManager
Visible: Yes
player
Type: Player
Visible: Yes
Tagged Values: None
CheckIfPlayerHitByParticle
Return Type: void
Visibility: private
Visible: Yes
Description: Check if the Player and particle boundingSpheres
Parameters:
player
Type: Player
Visible: Yes
particle
Type: Particle
Visible: Yes
Tagged Values: None
PropTerrain
Return Type: void
Visibility: private
Visible: Yes
Description: Prop to Terrain
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
props
Type: List
Visible: Yes
terrain
Type: Terrain
Visible: Yes
Tagged Values: None
PropPlayer
Return Type: void
Visibility: private
Visible: Yes
Description: Prop to Player
Parameters:
props
Type: List
Visible: Yes
humans
Type: List
Visible: Yes
bots
Type: List
Visible: Yes
Tagged Values: None
PlayerTerrain
Return Type: void
Visibility: private
Visible: Yes
Description: Player to Terrain
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
humans
Type: List
Visible: Yes
bots
Type: List
Visible: Yes
terrain
Type: Terrain
Visible: Yes
Tagged Values: None
ObjectTerrainCollision
Return Type: bool
Visibility: public
Visible: Yes
Description: Handles Collisions between an object and the terrain
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
mass
Type: Mass
Visible: Yes
objectHeight
Type: int
Visible: Yes
terrain
Type: Terrain
Visible: Yes
Tagged Values: None
CalculateVelocityComponents
Return Type: void
Visibility: public
Visible: Yes
Parameters:
surfaceNormal
Type: Vector3
Visible: Yes
objectVelocity
Type: Vector3
Visible: Yes
Tagged Values: None
CalculateGravityComponents
Return Type: void
Visibility: public
Visible: Yes
Parameters:
surfaceNormal
Type: Vector3
Visible: Yes
gravity
Type: Vector3
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : ContentManager
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ControllerInput
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ControllerType
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ControlsSetup
Visibility: public
Filename: ControlsSetup.cs
Language: C#
Description: Used to set up the player's controls
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Cue
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Effect
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ElementalGame
Visibility: public
Filename: ElementalGame.cs
Language: C#
Description:
This is the main type for your game

Class Parameters: None
Attributes:
isFullScreen
Type: bool
Default Value: false
Visible: Yes
Description: Fullscreen toggle switch
Parameters: None
ENABLE_BASIC_SHADERS
Type: bool
Default Value: false
Visibility: public
Comment: Disable advanced shaders
Static: Yes
Visible: Yes
Parameters: None
WINDOW_IN_FOCUS
Type: bool
Default Value: true
Visibility: public
Comment: Disable mouse on window loosing focus
Static: Yes
Visible: Yes
Parameters: None
GAME_WINDOW_WIDTH
Type: int
Default Value: 800
Visibility: public
Static: Yes
Visible: Yes
Description: Game window size
Parameters: None
GAME_WINDOW_HEIGHT
Type: int
Default Value: 600
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
clientWidth
Type: int
Visible: Yes
Description: Window Size
Parameters: None
clientHeight
Type: int
Visible: Yes
Description: Window Size
Parameters: None
clientMinDepth
Type: float
Visible: Yes
Parameters: None
clientMaxDepth
Type: float
Visible: Yes
Parameters: None
MAX_HUMANS
Type: int
Default Value: 4
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
MAX_BOTS
Type: int
Default Value: 4
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
MAX_PROPS
Type: int
Default Value: 0
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
numberOfPlayers
Type: int
Default Value: 0
Comment: Current number of players
Visible: Yes
Parameters: None
currentLevelXmlFile
Type: string
Default Value: ""
Visible: Yes
Parameters: None
samplingRateForFSAA
Type: int
Default Value: 1
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
updateTime
Type: double
Default Value: 0
Visible: Yes
Parameters: None
drawTime
Type: double
Default Value: 0
Visible: Yes
Parameters: None
Operations:
ElementalGame
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
Initialize
Return Type: void
Visibility: protected
Visible: Yes
Description: ------------------- Loading Up Procedures -------------------
Parameters: None
Tagged Values: None
LoadGraphicsContent
Return Type: void
Visibility: protected
Visible: Yes
Parameters:
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: protected
Visible: Yes
Description: ----------------- Update Functions ------------------------------
Parameters:
gameTime
Type: GameTime
Visible: Yes
Tagged Values: None
CheckForMenuInput
Return Type: void
Visibility: public
Visible: Yes
Parameters:
gameTime
Type: GameTime
Visible: Yes
Tagged Values: None
ApplyMenuChoices
Return Type: void
Visibility: private
Visible: Yes
Parameters: None
Tagged Values: None
Draw
Return Type: void
Visibility: protected
Visible: Yes
Description: --------------------- Draw -----------------------------------
Parameters:
gameTime
Type: GameTime
Visible: Yes
Tagged Values: None
UnloadGraphicsContent
Return Type: void
Visibility: protected
Visible: Yes
Description: ---------------- Shutting Down Procedures -----------------------
Parameters:
unloadAllContent
Type: bool
Visible: Yes
Tagged Values: None
CheckForGameOver
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
StopAllSounds
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
CheckForControllers
Return Type: void
Visibility: private
Visible: Yes
Description: ---------------- System Checks --------------------------------
Parameters: None
Tagged Values: None
ResetViewports
Return Type: void
Visibility: public
Visible: Yes
Parameters:
numPlayers
Type: int
Visible: Yes
Tagged Values: None
OnDeactivated
Return Type: void
Visibility: protected
Visible: Yes
Parameters:
sender
Type: object
Visible: Yes
args
Type: EventArgs
Visible: Yes
Tagged Values: None
OnActivated
Return Type: void
Visibility: protected
Visible: Yes
Parameters:
sender
Type: object
Visible: Yes
args
Type: EventArgs
Visible: Yes
Tagged Values: None
Nested Classes:
GameState
Stereotype: Enum
Description: Keep track of menu and game modes
Class Parameters: None
Attributes:
TITLE_SCREEN
Visible: Yes
Parameters: None
GAME_SETUP
Visible: Yes
Parameters: None
PLAYER_SETUP
Visible: Yes
Parameters: None
GAME_MODE
Visible: Yes
Parameters: None
GAME_OVER
Visible: Yes
Parameters: None
Operations: None

Class : ElementalMode
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : GameController
Visibility: public
Filename: GameController.cs
Language: C#
Description: Game Controller can have either a Mouse/Keyboard or XBox controller or both.
It handles calling the controller interfaces of the system to ease portability between XBOX and PC
and to provide an abstract movement and action interface usable by human players, bots, and network players.
Class Parameters: None
Attributes:
MOUSE_ROTATION_SCALE
Type: float
Default Value: 0.005f
Stereotype: Const
Visible: Yes
Parameters: None
lastMouseX
Type: float
Visible: Yes
Parameters: None
lastMouseY
Type: float
Visible: Yes
Parameters: None
windowHeight
Type: int
Comment: Game window Height and Width for resetting the Mouse position
Visible: Yes
Parameters: None
windowWidth
Type: int
Comment: Game window Height and Width for resetting the Mouse position
Visible: Yes
Parameters: None
GAMEPAD_ROTATION_SCALE
Type: float
Default Value: 0.05f
Stereotype: Const
Visible: Yes
Parameters: None
modeSwitchInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Description: These variables are used to make sure the button or key is released before we consider it as an input again. I would use a static local
for each of these inside its respective function but they aren't allowed in C#
Parameters: None
attackSwitchInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
jumpKeyInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
testKeyInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
testHeatKeyInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
menuUpInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
menuDownInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
menuLeftInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
menuRightInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
startInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
backInputReleased
Type: bool
Default Value: true
Visibility: private
Visible: Yes
Parameters: None
Operations:
GameController
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: private AttackMode lastAttackMode = AttackMode.NONE;
Parameters: None
Tagged Values: None
GameController
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
controllerType
Type: ControllerType
Visible: Yes
playerIndex
Type: PlayerIndex
Visible: Yes
gameWindowHeight
Type: int
Visible: Yes
gameWindowWidth
Type: int
Visible: Yes
Tagged Values: None
GetTestButton
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetTestHeatButton
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetObjectRotation
Return Type: Vector2
Visibility: public
Visible: Yes
Description: Get key inputs for object rotation
Parameters: None
Tagged Values: None
GetObjectMotion
Return Type: Vector2
Visibility: public
Visible: Yes
Description: Get key inputs for object motion
Parameters: None
Tagged Values: None
GetAttackAmount
Return Type: float
Visibility: public
Visible: Yes
Description: Get key inputs for Direct Attack abilities
Parameters: None
Tagged Values: None
GetTerrainModActive
Return Type: bool
Visibility: public
Visible: Yes
Description: Get key input for Terrain Mod ability
Parameters: None
Tagged Values: None
GetTriggerAmount
Return Type: float
Visibility: public
Visible: Yes
Description: Get amount of trigger press or just a keypress on keyboard
Parameters: None
Tagged Values: None
GetDefendAmount
Return Type: float
Visibility: public
Visible: Yes
Description: Get key inputs for Defense mode
Parameters: None
Tagged Values: None
GetElementModeSwitching
Return Type: ElementalMode
Visibility: public
Visible: Yes
Description: Get key inputs for Element Mode switching
Parameters: None
Tagged Values: None
GetAttackModeSelection
Return Type: AttackMode
Visibility: public
Visible: Yes
Description: Get key inputs for attack selection
Parameters: None
Tagged Values: None
GetJumpKey
Return Type: bool
Visibility: public
Visible: Yes
Description: Get key inputs for jumping
Parameters: None
Tagged Values: None
GetMenuLeft
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetMenuRight
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetMenuUp
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetMenuDown
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetStartPressed
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetBackPressed
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UpdateControllers
Return Type: void
Visibility: public
Visible: Yes
Description: Gets current key inputs from controllers
Parameters: None
Tagged Values: None
Nested Classes:
ControllerType
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
PC_ONLY
Visible: Yes
Parameters: None
XBOX_ONLY
Visible: Yes
Parameters: None
PC_AND_XBOX
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
ElementalMode
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
EARTH_MODE
Visible: Yes
Parameters: None
FIRE_MODE
Visible: Yes
Parameters: None
WATER_MODE
Visible: Yes
Parameters: None
WIND_MODE
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
AttackMode
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
DIRECT_ATTACK
Visible: Yes
Parameters: None
AREA_OF_EFFECT
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None

Interface : GameFlow
Stereotype: Interface
Visibility: public
Filename: GameFlow.cs
Language: C#
Description: Game flow is the top of the Multiplayer Game Mode
Class Parameters: None
Attributes: None
Operations:
collision
Return Type: Collision
Stereotype: Property
Visible: Yes
Description: Accessors - Required by C# Compiler
Parameters: None
Tagged Values: None
renderer
Return Type: Renderer
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
objectLibrary
Return Type: ObjectLibrary
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
currentLevelInfo
Return Type: LevelInfoStruct
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visible: Yes
Description: Load Object Library Content Files
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
currentLevelXmlFile
Type: string
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
currentLevelXmlFile
Type: string
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visible: Yes
Description: Run Everything Based on the Game Mode
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
UpdateCollision
Return Type: void
Visible: Yes
Description: Update like-object and object-object collision, then update individual physics based on forces applied
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
UpdateController
Return Type: void
Visible: Yes
Description: Human controller and AI Logic Updates
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
spriteBatch
Type: SpriteBatch
Visible: Yes
viewportList
Type: List
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visible: Yes
Description: Remove all content related info
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visible: Yes
Description: Copy the contents of the objectLibrary out to XML files
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visible: Yes
Description: Kill all the ObjectLibrary Data Structure
Parameters: None
Tagged Values: None
SetNumberOfBots
Return Type: void
Visible: Yes
Parameters:
num
Type: int
Visible: Yes
Tagged Values: None
SetBotIntelligence
Return Type: void
Visible: Yes
Parameters:
intelligence
Type: int
Visible: Yes
Tagged Values: None
SetGameType
Return Type: void
Visible: Yes
Parameters:
type
Type: GameType
Visible: Yes
Tagged Values: None
SetMaxKills
Return Type: void
Visible: Yes
Parameters:
maxKills
Type: int
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : GameMenu
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: Constructors, Gets, and Sets
Class Parameters: None
Attributes:
title
Type: string
Default Value: "Untitled Menu"
Visibility: private
Visible: Yes
Parameters: None
activeElementIndex
Type: int
Default Value: 0
Visibility: private
Visible: Yes
Parameters: None
Operations:
GameMenu
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
x
Type: float
Visible: Yes
y
Type: float
Visible: Yes
Tagged Values: None
GameMenu
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
x
Type: float
Visible: Yes
y
Type: float
Visible: Yes
Tagged Values: None
SetTitle
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
SetPosition
Return Type: void
Visibility: public
Visible: Yes
Parameters:
x
Type: float
Visible: Yes
y
Type: float
Visible: Yes
Tagged Values: None
AddMenuButton
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
AddMenuOption
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
options
Type: string[]
ParamArray: Yes
Visible: Yes
Tagged Values: None
AddValueInput
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
minValue
Type: int
Visible: Yes
maxValue
Type: int
Visible: Yes
defaultValue
Type: int
Visible: Yes
increment
Type: int
Visible: Yes
Tagged Values: None
AddLabel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
PreviousMenuElement
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
NextMenuElement
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetTitle
Return Type: string
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetActiveMenuElement
Return Type: GameMenuElement
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetActiveIndex
Return Type: int
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetMenuElement
Return Type: GameMenuElement
Visibility: public
Visible: Yes
Parameters:
index
Type: int
Visible: Yes
Tagged Values: None
GetMenuElement
Return Type: GameMenuElement
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
GetMenuElement
Return Type: GameMenuElement
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
fromIndex
Type: int
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
spriteBatch
Type: SpriteBatch
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : GameMenuButton
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: 2D Button
Class Parameters: None
Attributes: None
Operations:
GameMenuButton
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
GameMenuButton
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : GameMenuElement
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: Wrapper class for Game Menu Elements
Class Parameters: None
Attributes:
title
Type: string
Default Value: "Untitled"
Visibility: protected
Visible: Yes
Parameters: None
visible
Type: bool
Default Value: true
Visibility: protected
Visible: Yes
Parameters: None
Operations:
GameMenuElement
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
GetElementType
Return Type: MenuElementType
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SetTitle
Return Type: void
Visibility: public
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
GetTitle
Return Type: string
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Hide
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Show
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
isVisible
Return Type: bool
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GameMenuLabel
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: 2D Label
Class Parameters: None
Attributes: None
Operations:
GameMenuLabel
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
GameMenuLabel
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : GameMenuOption
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: 2D Value Scroller
Class Parameters: None
Attributes:
activeOptionIndex
Type: int
Default Value: 0
Visibility: private
Visible: Yes
Parameters: None
Operations:
GameMenuOption
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
GameMenuOption
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
Tagged Values: None
AddOption
Return Type: void
Visibility: public
Visible: Yes
Parameters:
option
Type: string
Visible: Yes
Tagged Values: None
PreviousOption
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
NextOption
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetActiveOption
Return Type: string
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetActiveIndex
Return Type: int
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GameMenuValueInput
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: 2D Renderable
Class Parameters: None
Attributes:
value
Type: int
Default Value: 0
Visibility: private
Visible: Yes
Parameters: None
maxValue
Type: int
Default Value: 0
Visibility: private
Visible: Yes
Parameters: None
minValue
Type: int
Default Value: 0
Visibility: private
Visible: Yes
Parameters: None
valueIncrement
Type: int
Default Value: 1
Visibility: private
Visible: Yes
Parameters: None
Operations:
GameMenuValueInput
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
GameMenuValueInput
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
title
Type: string
Visible: Yes
minValue
Type: int
Visible: Yes
maxValue
Type: int
Visible: Yes
defaultValue
Type: int
Visible: Yes
increment
Type: int
Visible: Yes
Tagged Values: None
GetValue
Return Type: int
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Increment
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Decrement
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Interface : GameObject
Stereotype: Interface
Filename: GameObject.cs
Language: C#
Description:
* GameObject Interface is child of GameFlow.
* * Objects inheriting this interface must overload all methods for GameFlow and GameObject
*
* Methods of GameObject follow the GameFlow pattern to ensure quick and efficient loading and unloading procedures.
* Additional properties are included in GameObject and are used by Renderer and Update to manipulate the GameObject.
* Each object specifies its draw and update procedures internally and is passed to Physics for in game motion and rotation.
*
*
Class Parameters: None
Attributes: None
Operations:
mass
Return Type: Mass
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Stereotype: Property
Visible: Yes
Description: Contains physical properties used in physics, motion, and collision equations
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Stereotype: Property
Visible: Yes
Description: Loaded from .X file format
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Stereotype: Property
Visible: Yes
Description: A programmable shader effect
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Stereotype: Property
Visible: Yes
Description: Microsoft's standard no-mess shader
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Stereotype: Property
Visible: Yes
Description: The GameObject's world space coordinate matrix
Parameters: None
Tagged Values: None
textureList
Return Type: List
Stereotype: Property
Visible: Yes
Description: Mathmatical sphere defining the bounding space of the object
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visible: Yes
Description: Generic list for textures
Initialize all data structure
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visible: Yes
Description: Load Level from XML files
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visible: Yes
Description: Update this object
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visible: Yes
Description: Draw this object
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visible: Yes
Description: New all Level datastructures
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visible: Yes
Description: Save out to XML files
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visible: Yes
Description: New all data structures
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GameOverScreen
Filename: GameOverScreen.cs
Language: C#
Description: The screen which is displayed when the Game is over
Class Parameters: None
Attributes: None
Operations:
GameOverScreen
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Constructor:
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GamePadState
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : GameScreen
Visibility: public
Filename: GameScreen.cs
Language: C#
Description: In-game Screen
Class Parameters: None
Attributes: None
Operations:
GameScreen
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Constructor
Parameters: None
Tagged Values: None
SetBackground
Return Type: void
Visibility: public
Visible: Yes
Description: Set the background texture
Parameters:
backgroundTexture
Type: Texture2D
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Description: Draw our game screen
Parameters:
spriteBatch
Type: SpriteBatch
Visible: Yes
Tagged Values: None
GetMenu
Return Type: GameMenu
Visibility: public
Visible: Yes
Description: Returns the menu
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GameSetup
Visibility: public
Filename: GameSetup.cs
Language: C#
Description: The Setup screen
Class Parameters: None
Attributes: None
Operations:
GameSetup
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : GameState
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : GameType
Stereotype: Enum
Visibility: public
Filename: GameFlow.cs
Language: C#
Class Parameters: None
Attributes:
LAST_MAN_STANDING
Visible: Yes
Parameters: None
POINT_DEATHMATCH
Visible: Yes
Parameters: None
Operations: None
Nested Classes: None

Class : GraphicsDeviceManager
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : HeadsUpDisplay
Visibility: public
Filename: HeadsUpDisplay.cs
Language: C#
Description: Class which allows us to draw our Heads-up-display
Class Parameters: None
Attributes: None
Operations:
HeadsUpDisplay
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Constructor
Parameters: None
Tagged Values: None
AddTextDisplay
Return Type: int
Visibility: public
Visible: Yes
Description: Methods:
Add a Text display to our TextDisplay list
Parameters:
text
Type: string
Visible: Yes
position
Type: Vector2
Visible: Yes
width
Type: int
Visible: Yes
height
Type: int
Visible: Yes
color
Type: Color
Visible: Yes
Tagged Values: None
AddValueDisplay
Return Type: int
Visibility: public
Visible: Yes
Description: Add a Value display to our ValueDisplay list
Parameters:
text
Type: string
Visible: Yes
value
Type: float
Visible: Yes
position
Type: Vector2
Visible: Yes
width
Type: int
Visible: Yes
height
Type: int
Visible: Yes
color
Type: Color
Visible: Yes
Tagged Values: None
AddImageDisplay
Return Type: int
Visibility: public
Visible: Yes
Description: Add an Image display to our ImageDisplay list
Parameters:
image
Type: Texture2D
Visible: Yes
position
Type: Vector2
Visible: Yes
width
Type: int
Visible: Yes
height
Type: int
Visible: Yes
color
Type: Color
Visible: Yes
draw
Type: bool
Visible: Yes
Tagged Values: None
UpdateText
Return Type: void
Visibility: public
Visible: Yes
Description: Method which allows us to change the text in a TextDisplay
Parameters:
index
Type: int
Visible: Yes
newText
Type: string
Visible: Yes
Tagged Values: None
UpdateValue
Return Type: void
Visibility: public
Visible: Yes
Description: Method which allows us to change the Value in a ValueDisplay
Parameters:
index
Type: int
Visible: Yes
newValue
Type: float
Visible: Yes
Tagged Values: None
UpdateImageHeight
Return Type: void
Visibility: public
Visible: Yes
Parameters:
index
Type: int
Visible: Yes
amount
Type: int
Visible: Yes
Tagged Values: None
UpdateImageDraw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
index
Type: int
Visible: Yes
value
Type: bool
Visible: Yes
Tagged Values: None
UpdateTextColor
Return Type: void
Visibility: public
Visible: Yes
Description: Method which allows us to change the color of a TextDisplay
Parameters:
index
Type: int
Visible: Yes
color
Type: Color
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Description: Default Draw function
Parameters:
spriteBatch
Type: SpriteBatch
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Description: Draw function for drawing our displays at a certain offset position
Parameters:
spriteBatch
Type: SpriteBatch
Visible: Yes
xoffset
Type: int
Visible: Yes
yoffset
Type: int
Visible: Yes
Tagged Values: None
Nested Classes:
TextDisplay
Visibility: private
Description: Used to display Text
Class Parameters: None
Attributes:
text
Type: string
Visibility: public
Visible: Yes
Parameters: None
position
Type: Vector2
Default Value: new Vector2()
Visibility: public
Visible: Yes
Parameters: None
width
Type: int
Visibility: public
Visible: Yes
Parameters: None
height
Type: int
Visibility: public
Visible: Yes
Parameters: None
color
Type: Color
Visibility: public
Visible: Yes
Parameters: None
Operations: None
ValueDisplay
Visibility: private
Description: Used to display Values
Class Parameters: None
Attributes:
text
Type: string
Visibility: public
Visible: Yes
Parameters: None
value
Type: float
Visibility: public
Visible: Yes
Parameters: None
position
Type: Vector2
Default Value: new Vector2()
Visibility: public
Visible: Yes
Parameters: None
width
Type: int
Visibility: public
Visible: Yes
Parameters: None
height
Type: int
Visibility: public
Visible: Yes
Parameters: None
color
Type: Color
Visibility: public
Visible: Yes
Parameters: None
Operations: None
ImageDisplay
Visibility: private
Description: Used to display Images
Class Parameters: None
Attributes:
image
Type: Texture2D
Visibility: public
Visible: Yes
Parameters: None
position
Type: Vector2
Default Value: new Vector2()
Visibility: public
Visible: Yes
Parameters: None
width
Type: int
Visibility: public
Visible: Yes
Parameters: None
height
Type: int
Visibility: public
Visible: Yes
Parameters: None
color
Type: Color
Visibility: public
Visible: Yes
Parameters: None
draw
Type: bool
Visibility: public
Visible: Yes
Parameters: None
Operations: None

Class : Human
Visibility: public
Filename: Human.cs
Language: C#
Class Parameters: None
Attributes:
hudHealthIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudMannaIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudElementIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudShieldType
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudDirectAttackIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudAOEIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudFireDark
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudFireLit
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudEarthDark
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudEarthLit
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudAirDark
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudWaterDark
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudWaterLit
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudAirLit
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudEarthShield
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudFireShield
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudWaterShield
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudAirShield
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudTargetIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudAOE
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudDirect
Type: int
Visibility: private
Visible: Yes
Parameters: None
hudKillsIndex
Type: int
Visibility: private
Visible: Yes
Parameters: None
manaIndex
Type: int
Visible: Yes
Description: Heads Up Display Texture Indexes
Parameters: None
healthIndex
Type: int
Visible: Yes
Parameters: None
isConnected
Type: bool
Default Value: false
Visibility: public
Comment: Is controller connected
Visible: Yes
Parameters: None
rumbleEnabled
Type: bool
Default Value: true
Visibility: public
Comment: Should this controller rumble?
Visible: Yes
Parameters: None
leftRumbleAmount
Type: float
Default Value: 0.0f
Visibility: public
Visible: Yes
Parameters: None
rightRumbleAmount
Type: float
Default Value: 0.0f
Visibility: public
Visible: Yes
Parameters: None
RUMBLE_TIME_MSEC
Type: int
Default Value: 100
Stereotype: Const
Visible: Yes
Parameters: None
Operations:
Human
Visibility: public
Stereotype: Constructor
Visible: Yes
Constructor Initializer: base(playerNumber)
Parameters:
playerNumber
Type: int
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Description: GameObject Interface Methods
*
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
UpdateRumble
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
AddRumble
Return Type: void
Visibility: public
Visible: Yes
Parameters:
left
Type: float
Visible: Yes
right
Type: float
Visible: Yes
duration
Type: int
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UpdateHUD
Return Type: void
Visibility: public
Visible: Yes
Description: Human Specific Methods
*
Parameters: None
Tagged Values: None
CreateHUD
Return Type: void
Visibility: public
Visible: Yes
Parameters:
viewport
Type: Viewport
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
StopAllSoundsAndRumble
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes:
RumbleEvent
Visibility: private
Class Parameters: None
Attributes:
leftRumbleAmount
Type: float
Visibility: public
Visible: Yes
Parameters: None
rightRumbleAmount
Type: float
Visibility: public
Visible: Yes
Parameters: None
rumbleDuration
Type: int
Visibility: public
Visible: Yes
Parameters: None
timer
Type: Stopwatch
Visibility: public
Visible: Yes
Parameters: None
Operations:
RumbleEvent
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
Activate
Return Type: void
Visibility: public
Visible: Yes
Description: Activate the rumble for a specified duration the duration is in milliseconds!
Parameters:
left
Type: float
Visible: Yes
right
Type: float
Visible: Yes
duration
Type: int
Visible: Yes
Tagged Values: None
HasStopped
Return Type: bool
Visibility: public
Visible: Yes
Description: Checks to see if we should stop this rumble
Parameters: None
Tagged Values: None

Class : IndexBuffer
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : KeyboardState
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : LevelInfoStruct
Stereotype: Struct
Visibility: public
Filename: GameFlow.cs
Language: C#
Class Parameters: None
Attributes:
currentLevelXmlFile
Type: string
Visibility: public
Visible: Yes
Parameters: None
levelName
Type: string
Visibility: public
Visible: Yes
Parameters: None
levelMusic
Type: string
Visibility: public
Visible: Yes
Parameters: None
propMapFileName
Type: string
Visibility: public
Visible: Yes
Parameters: None
skyTexture
Type: string
Visibility: public
Visible: Yes
Parameters: None
gravityConstant
Type: float
Visibility: public
Visible: Yes
Parameters: None
frictionConstant
Type: double
Visibility: public
Visible: Yes
Parameters: None
fogDensity
Type: float
Visibility: public
Visible: Yes
Parameters: None
fogDepth
Type: float
Visibility: public
Visible: Yes
Parameters: None
fogColor
Type: float
Visibility: public
Array: Yes
Visible: Yes
Parameters: None
numBots
Type: int
Visibility: public
Visible: Yes
Parameters: None
botIntelligence
Type: int
Visibility: public
Visible: Yes
Parameters: None
maxKills
Type: int
Visibility: public
Visible: Yes
Parameters: None
Operations:
initLevelInfo
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
init
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : List
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Mass
Visibility: public
Filename: Mass.cs
Language: C#
Class Parameters: None
Attributes:
MASS_LENGTH
Type: int
Default Value: 8
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
MASS_NORMALIZER
Type: float
Default Value: 1 / 1000
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
gravityForce
Type: float
Default Value: -400f
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
mass
Type: float
Default Value: 0
Visibility: public
Comment: Kilos
Visible: Yes
Description: Reaction Properties
Parameters: None
scale
Type: float
Default Value: 1
Visibility: public
Comment: Model Scale Factor
Visible: Yes
Parameters: None
adhesion
Type: float
Default Value: 0
Visibility: public
Comment: Used to calculate bonding factor to other game objects
Visible: Yes
Parameters: None
cohesion
Type: float
Default Value: 0
Visibility: public
Comment: Used to calculate bonding factor to like objects
Visible: Yes
Parameters: None
energy
Type: float
Default Value: 0.0f
Visibility: public
Comment: Initial Fire energy given to player
Visible: Yes
Description: Energy State
Parameters: None
newEnergy
Type: float
Default Value: 0.0f
Visibility: public
Visible: Yes
Parameters: None
stateChangeThreshold
Type: float
Default Value: 0
Visibility: public
Comment: Temperature (Celcius) at which a particle changes state
Visible: Yes
Parameters: None
COR
Type: float
Visibility: public
Comment: Coefficient Of Restitution for this object
Visible: Yes
Parameters: None
staticFrictionCoefficient
Type: float
Visibility: public
Comment: Static Friction Coefficient of this object
Visible: Yes
Parameters: None
dynamicFrictionCoefficient
Type: float
Visibility: public
Comment: Dynamic Friction Coefficient of this object
Visible: Yes
Parameters: None
isChanging
Type: bool
Default Value: false
Visibility: public
Visible: Yes
Parameters: None
isMoving
Type: bool
Default Value: false
Visibility: public
Visible: Yes
Parameters: None
fallingDamageMultiplier
Type: float
Default Value: 0.0f
Visibility: public
Visible: Yes
Parameters: None
Operations:
Mass
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
SetPosition
Return Type: void
Visibility: public
Visible: Yes
Parameters:
position
Type: Vector3
Visible: Yes
reference
Type: Vector3
Visible: Yes
Tagged Values: None
AddGravity
Return Type: void
Visibility: public
Visible: Yes
Description: Apply gravity to the mass
Parameters: None
Tagged Values: None
RemoveGravity
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
AddFriction
Return Type: void
Visibility: public
Visible: Yes
Parameters:
totalFriction
Type: float
Visible: Yes
perpendicularForce
Type: Vector3
Visible: Yes
tangentialDirection
Type: Vector3
Visible: Yes
Tagged Values: None
AddForce
Return Type: void
Visibility: public
Visible: Yes
Description: Add an external force to be applied to the mass
Parameters:
force
Type: Vector3
Visible: Yes
Tagged Values: None
UpdatePosition
Return Type: void
Visibility: public
Visible: Yes
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
SetEnergy
Return Type: void
Visibility: public
Visible: Yes
Description: Function to set the energy to an exact value
Parameters:
newEnergyValue
Type: float
Visible: Yes
Tagged Values: None
UpdateEnergy
Return Type: void
Visibility: public
Visible: Yes
Description: Function to add/remove energy from the object
Parameters: None
Tagged Values: None
ChangeEnergy
Return Type: void
Visibility: public
Visible: Yes
Description: Add/Remove energy to the mass
Parameters:
amount
Type: float
Visible: Yes
Tagged Values: None
Strafe
Return Type: void
Visibility: public
Visible: Yes
Description: Strafe object on the V (sideways) plane
Parameters:
dx
Type: float
Visible: Yes
Tagged Values: None
Move
Return Type: void
Visibility: public
Visible: Yes
Description: Move forwards or backwards along normal (does not restrict Y value
Parameters:
dn
Type: float
Visible: Yes
Tagged Values: None
Rotate
Return Type: void
Visibility: public
Visible: Yes
Description: Rotate the coordinate system
Parameters:
dVert
Type: float
Visible: Yes
dHoriz
Type: float
Visible: Yes
Tagged Values: None
Nested Classes:
ObjectType
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
PaddedRoom
Visible: Yes
Parameters: None
Particle
Visible: Yes
Parameters: None
Player
Visible: Yes
Parameters: None
Prop
Visible: Yes
Parameters: None
SkySphere
Visible: Yes
Parameters: None
Terrain
Visible: Yes
Parameters: None
Operations: None
HitWhere
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
LEFT
Visible: Yes
Parameters: None
RIGHT
Visible: Yes
Parameters: None
UP
Visible: Yes
Parameters: None
DOWN
Visible: Yes
Parameters: None
Operations: None

Class : Matrix
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : MenuElementType
Stereotype: Enum
Visibility: public
Filename: GameMenu.cs
Language: C#
Description: Generic Menu Enumeration
Class Parameters: None
Attributes:
BUTTON
Visible: Yes
Parameters: None
OPTION
Visible: Yes
Parameters: None
VALUE
Visible: Yes
Parameters: None
LABEL
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
Nested Classes: None

Class : Model
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : MouseState
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ObjectLibrary
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ObjectType
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Particle
Visibility: public
Filename: Particle.cs
Language: C#
Class Parameters: None
Attributes:
hasCollided
Type: bool
Default Value: false
Visibility: public
Visible: Yes
Parameters: None
hasRebounded
Type: bool
Default Value: false
Visibility: public
Visible: Yes
Parameters: None
areaAttackParticle
Type: bool
Default Value: false
Visibility: public
Visible: Yes
Parameters: None
ownerID
Type: int
Default Value: -1
Visibility: public
Visible: Yes
Parameters: None
moveTime
Type: float
Default Value: 0
Visibility: public
Visible: Yes
Parameters: None
moveSpeed
Type: float
Default Value: 1.0f
Visibility: public
Visible: Yes
Parameters: None
boundSphereRadius
Type: float
Default Value: 1.0f
Visibility: public
Visible: Yes
Parameters: None
waveRadius
Type: float
Default Value: 0.0f
Visibility: public
Visible: Yes
Parameters: None
sphereRadius
Type: float
Default Value: 1.0f
Visibility: public
Visible: Yes
Parameters: None
_id
Type: int
Visible: Yes
Description: GameObject Interface - Variable Accessors
Parameters: None
Operations:
Particle
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Construtor
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Description: Physics Methods
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Description: Art Methods
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes:
State
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
Solid
Visible: Yes
Parameters: None
Liquid
Visible: Yes
Parameters: None
Gas
Visible: Yes
Parameters: None
Operations: None

Class : ParticleManager
Visibility: public
Filename: ParticleManager.cs
Language: C#
Description: Represents all the particles on the map except for those carried by a Player
Broken down into earth, water, and wind particles
Class Parameters: None
Attributes: None
Operations:
ParticleManager
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Description: Load particle lists
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Description: Load particle lists with content
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
DirectAttack
Return Type: void
Visibility: public
Visible: Yes
Description: Call DirectAttack method for appropriate particle list: Wind, Water, or Earth
Parameters:
playerID
Type: int
Visible: Yes
type
Type: ParticleSystem.ParticleType
Visible: Yes
startPosition
Type: Vector3
Visible: Yes
direction
Type: Vector3
Visible: Yes
Tagged Values: None
AreaAttack
Return Type: void
Visibility: public
Visible: Yes
Parameters:
playerID
Type: int
Visible: Yes
type
Type: ParticleSystem.ParticleType
Visible: Yes
startPosition
Type: Vector3
Visible: Yes
direction
Type: Vector3
Visible: Yes
Tagged Values: None
AddGravity
Return Type: void
Visibility: public
Visible: Yes
Description: Apply gravity to each particleList
Parameters: None
Tagged Values: None
RemoveGravity
Return Type: void
Visibility: public
Visible: Yes
Description: Remove gravity from each particleList
Parameters: None
Tagged Values: None
UpdatePosition
Return Type: void
Visibility: public
Visible: Yes
Description: Collision and Physics
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Description: Call each particleList's draw method
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : ParticleSystem
Visibility: public
Filename: ParticleSystem.cs
Language: C#
Class Parameters: None
Attributes:
NParticles
Type: int
Visibility: public
Comment: Number of Particles in the system
Visible: Yes
Parameters: None
materialDiffuse
Type: float
Default Value: { 0.3f, 0.3f, 0.3f, 1.0f }
Visibility: private
Comment: Diffuse cofactor
Array: Yes
Visible: Yes
Parameters: None
materialSpecular
Type: float
Default Value: { 0.3f, 0.3f, 0.3f, 1.0f }
Visibility: private
Comment: Specular cofactor
Array: Yes
Visible: Yes
Parameters: None
EARTH_MASS
Type: float
Default Value: 2.0f
Visibility: private
Stereotype: Const
Visible: Yes
Description: Mass values by particle type
Parameters: None
WATER_MASS
Type: float
Default Value: 1.0f
Visibility: private
Stereotype: Const
Visible: Yes
Parameters: None
WIND_MASS
Type: float
Default Value: 0.5f
Visibility: private
Stereotype: Const
Visible: Yes
Parameters: None
AOE_MASS
Type: float
Default Value: 1.5f
Visibility: private
Stereotype: Const
Visible: Yes
Parameters: None
EARTH_COR
Type: float
Default Value: 0.999f
Visibility: private
Stereotype: Const
Visible: Yes
Description: Coefficient of Restitution values by particle type
Parameters: None
WATER_COR
Type: float
Default Value: 0.1f
Visibility: private
Stereotype: Const
Visible: Yes
Parameters: None
WIND_COR
Type: float
Default Value: 0.8f
Visibility: private
Stereotype: Const
Visible: Yes
Parameters: None
DIRECT_ATTACK_FORCE
Type: float
Default Value: 1000
Visible: Yes
Description: Attack Variables
Parameters: None
AREA_EFFECT_FORCE
Type: float
Default Value: 300
Visible: Yes
Parameters: None
_id
Type: int
Visible: Yes
Description: GameObject Interface - Variable Accessors
Parameters: None
Operations:
ParticleSystem
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
MoveParticle
Return Type: void
Visibility: public
Visible: Yes
Description: Particle Management
Move a particle from one list of particles to another
Parameters:
fromList
Type: List
Visible: Yes
toList
Type: List
Visible: Yes
particleToBeMoved
Type: Particle
Visible: Yes
Tagged Values: None
CopyParticle
Return Type: void
Visibility: public
Visible: Yes
Description: Copy a particle from one list of particles to another
Parameters:
fromList
Type: List
Visible: Yes
toList
Type: List
Visible: Yes
particleToBeMoved
Type: Particle
Visible: Yes
Tagged Values: None
GetSurroundingParticles
Return Type: List
Visibility: private
Visible: Yes
Description: Function to get a list of pointers to particles from the lookup map
Parameters:
startPosition
Type: Vector3
Visible: Yes
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Description: Physics Methods
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
AddGravity
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
RemoveGravity
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Description: Art Methods
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
DrawStaticNThermal
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
DirectAttack
Return Type: void
Visibility: public
Visible: Yes
Description: Attack Methods
Parameters:
playerID
Type: int
Visible: Yes
initialPosition
Type: Vector3
Visible: Yes
direction
Type: Vector3
Visible: Yes
Tagged Values: None
AreaAttack
Return Type: void
Visibility: public
Visible: Yes
Parameters:
playerID
Type: int
Visible: Yes
initialPosition
Type: Vector3
Visible: Yes
direction
Type: Vector3
Visible: Yes
Tagged Values: None
DissipateHeat
Return Type: void
Visibility: private
Visible: Yes
Description: Heat Disipation
Parameters:
particle
Type: Particle
Visible: Yes
Tagged Values: None
UpdateHeatDissipation
Return Type: void
Visibility: public
Visible: Yes
Description: Test Function to update energy distribution
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes:
ParticleType
Visibility: public
Stereotype: Enum
Description: Particle-type Enumeration
Class Parameters: None
Attributes:
solidDA
Visible: Yes
Parameters: None
liquidDA
Visible: Yes
Parameters: None
gasDA
Visible: Yes
Parameters: None
solidAOE
Visible: Yes
Parameters: None
liquidAOE
Visible: Yes
Parameters: None
gasAOE
Visible: Yes
Parameters: None
Operations: None

Class : ParticleType
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Player
Visibility: public
Filename: Player.cs
Language: C#
Class Parameters: None
Attributes:
materialDiffuse
Type: float
Default Value: { 0.7f, 0.7f, 0.7f, 1.0f }
Visibility: protected
Array: Yes
Visible: Yes
Description: Material Properties
Parameters: None
materialSpecular
Type: float
Default Value: { 0.1f, 0.1f, 0.1f, 1.0f }
Visibility: protected
Array: Yes
Visible: Yes
Parameters: None
playerSpeedOnTheGround
Type: float
Default Value: 3000.0f
Visibility: protected
Visible: Yes
Description: Rate of translation
Parameters: None
playerSpeedInTheAir
Type: float
Default Value: 1000.0f
Visibility: protected
Visible: Yes
Parameters: None
terrainModRange
Type: float
Default Value: 70.0f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
DEFAULT_PLAYER_HEIGHT
Type: int
Default Value: 40
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
DIRECT_MANNA_COST
Type: float
Default Value: 0.5f
Visibility: protected
Stereotype: Const
Comment: Cost in manna of using an attack
Visible: Yes
Parameters: None
AREA_MANNA_COST
Type: float
Default Value: 1.0f
Visibility: protected
Stereotype: Const
Visible: Yes
Parameters: None
SHIELD_MANNA_COST
Type: float
Default Value: 2.0f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
SHIELD_DIRECT_MANNA_GAIN
Type: float
Default Value: 0.5f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
SHIELD_AREA_MANNA_GAIN
Type: float
Default Value: 0.05f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
DIRECT_HEALTH_LOSS
Type: float
Default Value: 1.0f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
AREA_HEALTH_LOSS
Type: float
Default Value: 0.05f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
FALLING_HEALTH_LOSS
Type: float
Default Value: 0.5f
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
MANNA_INCREMENT_RATE
Type: int
Default Value: 1000
Visibility: protected
Comment: Governs how fast manna regenerates in seconds (lower = faster)
Visible: Yes
Parameters: None
JUMP_CONSTANT
Type: float
Default Value: 480.0f
Visibility: protected
Comment: Amount of upward force for a jump..
Visible: Yes
Parameters: None
RATE_OF_FIRE_AOE
Type: float
Default Value: 1000
Visibility: protected
Comment: Miliseconds before allowing another fully automatic shot to be fired eg: 1000 = 1 sec
Visible: Yes
Parameters: None
RATE_OF_FIRE_DA
Type: float
Default Value: 100
Visibility: protected
Comment: Miliseconds before allowing another fully automatic shot to be fired eg: 1000 = 1 sec
Visible: Yes
Parameters: None
fireElementSelected
Type: bool
Visibility: protected
Comment: Player is using fire
Visible: Yes
Parameters: None
waterElementSelected
Type: bool
Visibility: protected
Comment: Player is using water
Visible: Yes
Parameters: None
earthElementSelected
Type: bool
Visibility: protected
Comment: Player is using earth
Visible: Yes
Parameters: None
airElementSelected
Type: bool
Visibility: protected
Comment: Player is using wind
Visible: Yes
Parameters: None
controlsInverted
Type: bool
Default Value: true
Visibility: public
Comment: Invert controller
Visible: Yes
Parameters: None
playerIndex
Type: int
Visibility: public
Comment: Player ID number
Visible: Yes
Parameters: None
health
Type: float
Visibility: public
Comment: Player health
Visible: Yes
Parameters: None
manna
Type: float
Visibility: public
Comment: Player manna
Visible: Yes
Parameters: None
killedBy
Type: int
Default Value: -1
Visibility: public
Visible: Yes
Parameters: None
kills
Type: int
Visibility: public
Visible: Yes
Parameters: None
_id
Type: int
Visible: Yes
Description: GameObject Interface Properties
Parameters: None
Operations:
Player
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
playerNumber
Type: int
Visible: Yes
Tagged Values: None
SetSpawnPoint
Return Type: void
Visibility: public
Visible: Yes
Parameters:
spawn
Type: Vector3
Visible: Yes
Tagged Values: None
SpawnPlayer
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
CheckPlayersHeightAboveTerrain
Return Type: bool
Visibility: protected
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
DrawShield
Return Type: void
Visibility: public
Visible: Yes
Parameters:
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SetDiffuseRed
Return Type: void
Visibility: public
Visible: Yes
Description: Player Specific Methods
*
Parameters:
red
Type: int
Visible: Yes
Tagged Values: None
SetDiffuseGreen
Return Type: void
Visibility: public
Visible: Yes
Parameters:
green
Type: int
Visible: Yes
Tagged Values: None
SetDiffuseBlue
Return Type: void
Visibility: public
Visible: Yes
Parameters:
blue
Type: int
Visible: Yes
Tagged Values: None
GetDiffuseColor
Return Type: float
Visibility: public
Array: Yes
Visible: Yes
Parameters: None
Tagged Values: None
SetDiffuseColor
Return Type: void
Visibility: public
Visible: Yes
Parameters:
color
Type: float[]
Visible: Yes
Tagged Values: None
LookAtPoint
Return Type: Vector3
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
mass
Type: Mass
Visible: Yes
checkEverything
Type: bool
Visible: Yes
Tagged Values: None
ChangeManna
Return Type: void
Visibility: public
Visible: Yes
Description: Update the players Manna level
Parameters:
diff
Type: float
Visible: Yes
Tagged Values: None
ChangeHealth
Return Type: void
Visibility: public
Visible: Yes
Description: Update the players Health level
Parameters:
diff
Type: float
Visible: Yes
Tagged Values: None
IsAlive
Return Type: bool
Visibility: public
Visible: Yes
Description: Check to see if player is still alive
Parameters: None
Tagged Values: None
StateChange
Return Type: void
Visibility: public
Visible: Yes
Description: Function to set the particle's energy value
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
elementUse
Type: float
Visible: Yes
Tagged Values: None
DirectAttack
Return Type: void
Visibility: public
Visible: Yes
Description: Initiate Direct Attack
Parameters:
type
Type: ParticleSystem.ParticleType
Visible: Yes
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
AreaAttack
Return Type: void
Visibility: public
Visible: Yes
Description: Initiate Area Of Attack
Parameters:
type
Type: ParticleSystem.ParticleType
Visible: Yes
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
SetShield
Return Type: void
Visibility: public
Visible: Yes
Description: Activate the shield
Parameters:
shield
Type: ShieldType
Visible: Yes
Tagged Values: None
StopAllSounds
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
StopSoundsAsAuthored
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes:
PlayerState
Visibility: public
Stereotype: Enum
Class Parameters: None
Attributes:
ATTACK
Visible: Yes
Parameters: None
SHIELD
Visible: Yes
Parameters: None
NORMAL
Visible: Yes
Parameters: None
Operations: None
TargetObject
Visibility: public
Stereotype: Enum
Description: Look-At algorithm (terrainMod, particle energy)
Class Parameters: None
Attributes:
PARTICLE
Visible: Yes
Parameters: None
PROP
Visible: Yes
Parameters: None
AI
Visible: Yes
Parameters: None
HUMAN
Visible: Yes
Parameters: None
TERRAIN
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
ShieldType
Visibility: public
Stereotype: Enum
Description: For defenses
Class Parameters: None
Attributes:
EARTH_SHIELD
Visible: Yes
Parameters: None
FIRE_SHIELD
Visible: Yes
Parameters: None
WATER_SHIELD
Visible: Yes
Parameters: None
WIND_SHIELD
Visible: Yes
Parameters: None
NO_SHIELD
Visible: Yes
Parameters: None
Operations: None
ElementalMode
Visibility: public
Stereotype: Enum
Description: Chooses Weapon and Defense
Class Parameters: None
Attributes:
EARTH_MODE
Visible: Yes
Parameters: None
FIRE_MODE
Visible: Yes
Parameters: None
WATER_MODE
Visible: Yes
Parameters: None
WIND_MODE
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
CharacterType
Visibility: public
Stereotype: Enum
Description: Character Model Type
Class Parameters: None
Attributes:
SEPTASOUL
Visible: Yes
Parameters: None
DUDE
Visible: Yes
Parameters: None
NONE
Visible: Yes
Parameters: None
Operations: None
ControllerInput
Visibility: public
Stereotype: Struct
Description: This struct holds the controller updates for the player. It can be accessed from main and overriden and used as a controller harness for
testing
Class Parameters: None
Attributes:
playerRotation
Type: Vector2
Visibility: public
Visible: Yes
Parameters: None
playerMotion
Type: Vector2
Visibility: public
Visible: Yes
Parameters: None
elementUse
Type: float
Visibility: public
Visible: Yes
Parameters: None
attackAmount
Type: float
Visibility: public
Visible: Yes
Parameters: None
defendAmount
Type: float
Visibility: public
Visible: Yes
Parameters: None
terrainModActive
Type: bool
Visibility: public
Visible: Yes
Parameters: None
jump
Type: bool
Visibility: public
Visible: Yes
Parameters: None
modeSwitch
Type: GameController.ElementalMode
Visibility: public
Visible: Yes
Parameters: None
attackMode
Type: GameController.AttackMode
Visibility: public
Visible: Yes
Parameters: None
manualOverride
Type: bool
Visibility: public
Visible: Yes
Parameters: None
Operations: None

Class : PlayerIndex
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : PlayerSetup
Visibility: public
Filename: PlayerSetup.cs
Language: C#
Description: Player customization screen
Class Parameters: None
Attributes:
PLAYER1_LABEL
Type: int
Default Value: 0
Visibility: public
Stereotype: Const
Visible: Yes
Description: Attributes:
Parameters: None
PLAYER2_LABEL
Type: int
Default Value: 5
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
PLAYER3_LABEL
Type: int
Default Value: 10
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
PLAYER4_LABEL
Type: int
Default Value: 15
Visibility: public
Stereotype: Const
Visible: Yes
Parameters: None
Operations:
PlayerSetup
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : PlayerState
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : ProductionMode
Visibility: public
Filename: ProductionMode.cs
Language: C#
Description: Game flow is the top of the Multiplayer Game Mode
Class Parameters: None
Attributes:
numberOfHumans
Type: int
Visibility: private
Visible: Yes
Description: StoryState storyState;
Parameters: None
numberOfBots
Type: int
Visibility: private
Visible: Yes
Parameters: None
numberOfProps
Type: int
Visibility: private
Visible: Yes
Parameters: None
Operations:
collision
Return Type: Collision
Visibility: public
Stereotype: Property
Visible: Yes
Description: Accessors - Required by C# Compiler
Parameters: None
Tagged Values: None
renderer
Return Type: Renderer
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
objectLibrary
Return Type: ObjectLibrary
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
currentLevelInfo
Return Type: LevelInfoStruct
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
ProductionMode
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters:
numHumans
Type: int
Visible: Yes
numBots
Type: int
Visible: Yes
numProps
Type: int
Visible: Yes
Tagged Values: None
SetNumberOfBots
Return Type: void
Visibility: public
Visible: Yes
Parameters:
num
Type: int
Visible: Yes
Tagged Values: None
SetBotIntelligence
Return Type: void
Visibility: public
Visible: Yes
Parameters:
intelligence
Type: int
Visible: Yes
Tagged Values: None
SetGameType
Return Type: void
Visibility: public
Visible: Yes
Parameters:
type
Type: GameType
Visible: Yes
Tagged Values: None
SetMaxKills
Return Type: void
Visibility: public
Visible: Yes
Parameters:
maxKills
Type: int
Visible: Yes
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
currentLevelXmlFile
Type: string
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
currentLevelXmlFile
Type: string
Visible: Yes
Tagged Values: None
LoadLevelXML
Return Type: void
Visibility: public
Visible: Yes
Parameters:
content
Type: ContentManager
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
UpdateCollision
Return Type: void
Visibility: public
Visible: Yes
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
UpdateController
Return Type: void
Visibility: public
Visible: Yes
Parameters:
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
spriteBatch
Type: SpriteBatch
Visible: Yes
viewportList
Type: List
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes:
StoryState
Stereotype: Enum
Class Parameters: None
Attributes:
Level1
Visible: Yes
Parameters: None
Level2
Visible: Yes
Parameters: None
Level3
Visible: Yes
Parameters: None
CutScene1
Visible: Yes
Parameters: None
CutScene2
Visible: Yes
Parameters: None
CutScene3
Visible: Yes
Parameters: None
Operations: None

Class : Program
Filename: Program.cs
Language: C#
Static: Yes
Class Parameters: None
Attributes: None
Operations:
Main
Return Type: void
Static: Yes
Visible: Yes
Description:
The main entry point for the application.
Parameters:
args
Type: string[]
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : Prop
Visibility: public
Filename: Prop.cs
Language: C#
Class Parameters: None
Attributes:
_id
Type: int
Visible: Yes
Parameters: None
propType
Type: string
Visibility: public
Visible: Yes
Parameters: None
propSubType
Type: string
Visibility: public
Visible: Yes
Parameters: None
Operations:
Prop
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Description: GameObject Interface Methods
*
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Description: GameObject Interface Properties
*
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : PropManager
Visibility: public
Filename: PropManager.cs
Language: C#
Class Parameters: None
Attributes:
materialDiffuse
Type: float
Default Value: { 0.7f, 0.7f, 0.7f, 1.0f }
Visibility: private
Comment: Diffuse cofactor
Array: Yes
Visible: Yes
Parameters: None
materialSpecular
Type: float
Default Value: { 0.1f, 0.1f, 0.1f, 1.0f }
Visibility: private
Comment: Specular cofactor
Array: Yes
Visible: Yes
Parameters: None
Operations:
PropManager
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
propsInfo
Type: List
Visible: Yes
Tagged Values: None
AddGravity
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
RemoveGravity
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
GetSurroundingProps
Return Type: List
Visibility: private
Visible: Yes
Description: Function to get a list of pointers to Props from the lookup map
Parameters:
startPosition
Type: Vector3
Visible: Yes
objectLibrary
Type: ObjectLibrary
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : Quaternion
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Random
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Renderer
Visibility: public
Filename: Renderer.cs
Language: C#
Class Parameters: None
Attributes: None
Operations:
Renderer
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
LoadContent
Return Type: void
Visibility: public
Visible: Yes
Description: Load all the content
Parameters:
content
Type: ContentManager
Visible: Yes
graphicsDevice
Type: GraphicsDevice
Visible: Yes
Tagged Values: None
DisableSpriteBatches
Return Type: void
Visibility: public
Visible: Yes
Description: Required to disable all the stuff that using a sprite batch resets
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Description: Render to the render target once for each user's viewport calling ObjectLibrary's draw functions and
at the same time render the depth buffer to another render target
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
spriteBatch
Type: SpriteBatch
Visible: Yes
objectLibrary
Type: ObjectLibrary
Visible: Yes
viewportList
Type: List
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : RenderTarget2D
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Room
Visibility: public
Filename: Room.cs
Language: C#
Class Parameters: None
Attributes:
_id
Type: int
Visible: Yes
Description: GameObject Interface Properties
Parameters: None
Operations:
Room
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: GameObject Interface Methods
*
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveContent
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : ShieldType
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : SkySphere
Visibility: public
Filename: SkySphere.cs
Language: C#
Class Parameters: None
Attributes:
_id
Type: int
Visible: Yes
Description: GameObject Interface Properties
*
Parameters: None
skyTexture
Type: string
Visibility: public
Visible: Yes
Parameters: None
collisionMapSize
Type: int
Visibility: public
Visible: Yes
Parameters: None
rotationScale
Type: float
Default Value: 0.01f
Visibility: public
Visible: Yes
Parameters: None
materialDiffuse
Type: float
Default Value: { 0.7f, 0.7f, 0.7f, 1.0f }
Visibility: protected
Array: Yes
Visible: Yes
Parameters: None
materialSpecular
Type: float
Default Value: { 0.0f, 0.0f, 0.0f, 1.0f }
Visibility: protected
Array: Yes
Visible: Yes
Description: Specular cofactor
Parameters: None
Operations:
SkySphere
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: GameObject Interface Methods
*
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Description: GameObject Interface Properties
*
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : SoundBank
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : SpriteBatch
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Stopwatch
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : TargetObject
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Terrain
Visibility: public
Filename: Terrain.cs
Language: C#
Class Parameters: None
Attributes:
materialDiffuse
Type: float
Default Value: { 0.5f, 0.5f, 0.5f, 1.0f }
Visibility: private
Array: Yes
Visible: Yes
Description: Diffuse cofactor
Parameters: None
materialSpecular
Type: float
Default Value: { 0.0f, 0.0f, 0.0f, 1.0f }
Visibility: private
Array: Yes
Visible: Yes
Description: Specular cofactor
Parameters: None
vertexMapSize
Type: int
Visibility: public
Visible: Yes
Parameters: None
meshIndices
Type: int
Visibility: private
Array: Yes
Visible: Yes
Parameters: None
collisionHeightData
Type: float
Length: [,]
Visibility: public
Array: Yes
Visible: Yes
Description: Collision Height Map - Interpolated height values
Parameters: None
collisionMapSize
Type: int
Visibility: public
Static: Yes
Visible: Yes
Parameters: None
terrainScaleFactor
Type: int
Default Value: 8
Visibility: public
Visible: Yes
Description: Terrain scaling factor
Parameters: None
terrainHeightScale
Type: float
Default Value: 1.0f
Visibility: private
Visible: Yes
Parameters: None
terrainChanged
Type: bool
Default Value: false
Visibility: private
Visible: Yes
Description: Terrain modification distance limit
Parameters: None
surfaceTension
Type: float
Default Value: 500.0f
Visibility: public
Visible: Yes
Parameters: None
heightMapFile
Type: string
Visibility: public
Visible: Yes
Parameters: None
_id
Type: int
Visible: Yes
Description: GameObject Interface Properties
*
Parameters: None
Operations:
Terrain
Visibility: public
Stereotype: Constructor
Visible: Yes
Parameters: None
Tagged Values: None
LoadGame
Return Type: void
Visibility: public
Visible: Yes
Description: GameObject Interface Methods
*
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
LoadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
content
Type: ContentManager
Visible: Yes
loadAllContent
Type: bool
Visible: Yes
Tagged Values: None
Update
Return Type: void
Visibility: public
Visible: Yes
Parameters:
objectLibrary
Type: ObjectLibrary
Visible: Yes
dt
Type: float
Visible: Yes
Tagged Values: None
Draw
Return Type: void
Visibility: public
Visible: Yes
Parameters:
graphicsDevice
Type: GraphicsDevice
Visible: Yes
matrixModelView
Type: Matrix
Visible: Yes
matrixProjection
Type: Matrix
Visible: Yes
viewFrustum
Type: BoundingFrustum
Visible: Yes
Tagged Values: None
UnloadLevel
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
SaveGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
UnloadGame
Return Type: void
Visibility: public
Visible: Yes
Parameters: None
Tagged Values: None
ModifyTerrain
Return Type: void
Visibility: public
Visible: Yes
Description: Terrain Specific Methods
*
Procedurally let the user modify the terrain height values
Parameters:
modFactor
Type: float
Visible: Yes
lookAtPoint
Type: Vector3
Visible: Yes
Tagged Values: None
CreateTerrain
Return Type: void
Visibility: private
Visible: Yes
Description: Procedurally generate terrain from heightmap and scale
Parameters:
graphics
Type: GraphicsDeviceManager
Visible: Yes
Tagged Values: None
UpdateCollisionMap
Return Type: void
Visibility: private
Visible: Yes
Parameters:
minX
Type: int
Visible: Yes
maxX
Type: int
Visible: Yes
minZ
Type: int
Visible: Yes
maxZ
Type: int
Visible: Yes
Tagged Values: None
AdjustHeightValueByBrush
Return Type: void
Visibility: private
Visible: Yes
Description: Not implemented yet
Parameters:
x
Type: int
Visible: Yes
z
Type: int
Visible: Yes
modFactor
Type: float
Visible: Yes
brushSize
Type: int
Visible: Yes
Tagged Values: None
id
Return Type: int
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
mass
Return Type: Mass
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
model
Return Type: Model
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
effect
Return Type: Effect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
basicEffect
Return Type: BasicEffect
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
matrix
Return Type: Matrix
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
boundingSphere
Return Type: BoundingSphere
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
textureList
Return Type: List
Visibility: public
Stereotype: Property
Visible: Yes
Parameters: None
Tagged Values: None
Nested Classes: None

Class : Texture2D
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : TextWriter
Filename: TextWriter.cs
Language: C#
Static: Yes
Class Parameters: None
Attributes: None
Operations:
initFont
Return Type: void
Visibility: public
Static: Yes
Visible: Yes
Description: Methods:
Initialize our Fonts
Parameters:
device
Type: GraphicsDevice
Visible: Yes
content
Type: ContentManager
Visible: Yes
Tagged Values: None
Nested Classes: None

Class : TitleScreen
Visibility: public
Filename: TitleScreen.cs
Language: C#
Description: Our Starting Title Screen
Class Parameters: None
Attributes: None
Operations:
TitleScreen
Visibility: public
Stereotype: Constructor
Visible: Yes
Description: Constructor:
Parameters: None
Tagged Values: None
Nested Classes: None

Class : Vector2
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Vector3
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : VertexBuffer
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : VertexDeclaration
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : VertexPositionNormalTexture
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : Viewport
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : WaveBank
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None

Class : XmlNode
Language: C#
Class Parameters: None
Attributes: None
Operations: None
Nested Classes: None


COMPONENTS
None

NODES
None

USE CASES
None

ASSOCIATIONS
Name: [AI-->aiState:AIState]
Name: [AI-->destination:Vector3]
Name: [AI-->foundPlayer:Player]
Name: [AI-->rand:Random]
Name: [Audio-->audioEngine:AudioEngine]
Name: [Audio-->effects:List]
Name: [Audio-->metranome:Stopwatch]
Name: [Audio-->music:List]
Name: [Audio-->orchestration:XmlNode]
Name: [Audio-->soundBank:SoundBank]
Name: [Audio-->waveBank:WaveBank]
Name: [Collision-->gravityNormalComponent:Vector3]
Name: [Collision-->gravityTangentialComponent:Vector3]
Name: [Collision-->normalComponent:Vector3]
Name: [Collision-->tangentialComponent:Vector3]
Name: [ElementalGame-->content:ContentManager]
Name: [ElementalGame-->controlsSetup:ControlsSetup]
Name: [ElementalGame-->defaultViewport:Viewport]
Name: [ElementalGame-->gameFlow:GameFlow]
Name: [ElementalGame-->gameOverScreen:GameOverScreen]
Name: [ElementalGame-->gameSetup:GameSetup]
Name: [ElementalGame-->gameState:GameState]
Name: [ElementalGame-->graphics:GraphicsDeviceManager]
Name: [ElementalGame-->Player1Controller:GameController]
Name: [ElementalGame-->playerSetup:PlayerSetup]
Name: [ElementalGame-->spriteBatch:SpriteBatch]
Name: [ElementalGame-->timer:Stopwatch]
Name: [ElementalGame-->titleScreen:TitleScreen]
Name: [ElementalGame-->viewportList:List]
Name: [GameController-->gamePadState:GamePadState]
Name: [GameController-->keyboardState:KeyboardState]
Name: [GameController-->mouseState:MouseState]
Name: [GameController-->playerControllerIndex:PlayerIndex]
Name: [GameController-->playerControllerType:ControllerType]
Name: [GameMenu-->menuElements:List]
Name: [GameMenu-->position:Vector2]
Name: [GameMenuElement-->type:MenuElementType]
Name: [GameMenuOption-->options:List]
Name: [GameScreen-->backgroundTexture:Texture2D]
Name: [GameScreen-->menu:GameMenu]
Name: [HeadsUpDisplay-->imageDisplays:List]
Name: [HeadsUpDisplay-->textDisplays:List]
Name: [HeadsUpDisplay-->valueDisplays:List]
Name: [Human-->borderTexture:Texture2D]
Name: [Human-->HUD:HeadsUpDisplay]
Name: [Human-->playerController:GameController]
Name: [Human-->rumbleEventList:List]
Name: [Human-->stopAllRumble:Stopwatch]
Name: [LevelInfoStruct-->gameTypeSelection:GameType]
Name: [LevelInfoStruct-->humansInfo:List]
Name: [LevelInfoStruct-->propsInfo:List]
Name: [LevelInfoStruct-->terrainInfo:Terrain]
Name: [Mass-->accelDueToGravity:Vector3]
Name: [Mass-->acceleration:Vector3]
Name: [Mass-->currentPosition:Vector3]
Name: [Mass-->currentRotation:Quaternion]
Name: [Mass-->hitWhere:List]
Name: [Mass-->lastPosition:Vector3]
Name: [Mass-->normalVector:Vector3]
Name: [Mass-->objectHitBy:List]
Name: [Mass-->objectType:ObjectType]
Name: [Mass-->perpVector:Vector3]
Name: [Mass-->totalForce:Vector3]
Name: [Mass-->upVector:Vector3]
Name: [Mass-->velocity:Vector3]
Name: [Particle-->_basicEffect:BasicEffect]
Name: [Particle-->_boundingSphere:BoundingSphere]
Name: [Particle-->_effect:Effect]
Name: [Particle-->_mass:Mass]
Name: [Particle-->_matrix:Matrix]
Name: [Particle-->_model:Model]
Name: [Particle-->_textureList:List]
Name: [Particle-->particleType:ParticleType]
Name: [ParticleManager-->gasAOE:ParticleSystem]
Name: [ParticleManager-->gasDA:ParticleSystem]
Name: [ParticleManager-->liquidAOE:ParticleSystem]
Name: [ParticleManager-->liquidDA:ParticleSystem]
Name: [ParticleManager-->solidAOE:ParticleSystem]
Name: [ParticleManager-->solidDA:ParticleSystem]
Name: [ParticleSystem-->_basicEffect:BasicEffect]
Name: [ParticleSystem-->_boundingSphere:BoundingSphere]
Name: [ParticleSystem-->_effect:Effect]
Name: [ParticleSystem-->_mass:Mass]
Name: [ParticleSystem-->_matrix:Matrix]
Name: [ParticleSystem-->_model:Model]
Name: [ParticleSystem-->_textureList:List]
Name: [ParticleSystem-->dynamicParticles:List]
Name: [ParticleSystem-->particleType:ParticleType]
Name: [ParticleSystem-->randomFlame:Random]
Name: [ParticleSystem-->staticParticles:List]
Name: [ParticleSystem-->thermalParticles:List]
Name: [Player-->_basicEffect:BasicEffect]
Name: [Player-->_boundingSphere:BoundingSphere]
Name: [Player-->_effect:Effect]
Name: [Player-->_mass:Mass]
Name: [Player-->_matrix:Matrix]
Name: [Player-->_model:Model]
Name: [Player-->_textureList:List]
Name: [Player-->activeShield:ShieldType]
Name: [Player-->airDirectAttack:Cue]
Name: [Player-->attackMode:AttackMode]
Name: [Player-->characterType:CharacterType]
Name: [Player-->controllerInput:ControllerInput]
Name: [Player-->currentState:PlayerState]
Name: [Player-->earthDirectAttack:Cue]
Name: [Player-->eyesModel:Model]
Name: [Player-->lastModeSelected:ElementalMode]
Name: [Player-->mannaIncrement:Stopwatch]
Name: [Player-->RateOfFire_AOE:Stopwatch]
Name: [Player-->RateOfFire_DA:Stopwatch]
Name: [Player-->shieldModel:Model]
Name: [Player-->spawnPosition:Vector3]
Name: [Player-->targetObject:TargetObject]
Name: [Player-->waterDirectAttack:Cue]
Name: [ProductionMode-->_collision:Collision]
Name: [ProductionMode-->_currentLevelInfo:LevelInfoStruct]
Name: [ProductionMode-->_objectLibrary:ObjectLibrary]
Name: [ProductionMode-->_renderer:Renderer]
Name: [Prop-->_basicEffect:BasicEffect]
Name: [Prop-->_boundingSphere:BoundingSphere]
Name: [Prop-->_effect:Effect]
Name: [Prop-->_mass:Mass]
Name: [Prop-->_matrix:Matrix]
Name: [Prop-->_model:Model]
Name: [Prop-->_textureList:List]
Name: [PropManager-->metaProp:Prop]
Name: [PropManager-->props:List]
Name: [Renderer-->AAEffect:Effect]
Name: [Renderer-->depthBuffer:RenderTarget2D]
Name: [Renderer-->matrixModelView:Matrix]
Name: [Renderer-->matrixProjection:Matrix]
Name: [Renderer-->renderTarget:RenderTarget2D]
Name: [Renderer-->vertexBuffer:VertexBuffer]
Name: [Renderer-->vertexDeclaration:VertexDeclaration]
Name: [Renderer-->vertices:VertexPositionNormalTexture]
Name: [Room-->_basicEffect:BasicEffect]
Name: [Room-->_boundingSphere:BoundingSphere]
Name: [Room-->_effect:Effect]
Name: [Room-->_mass:Mass]
Name: [Room-->_matrix:Matrix]
Name: [Room-->_model:Model]
Name: [Room-->_textureList:List]
Name: [SkySphere-->_basicEffect:BasicEffect]
Name: [SkySphere-->_boundingSphere:BoundingSphere]
Name: [SkySphere-->_effect:Effect]
Name: [SkySphere-->_mass:Mass]
Name: [SkySphere-->_matrix:Matrix]
Name: [SkySphere-->_model:Model]
Name: [SkySphere-->_textureList:List]
Name: [Terrain-->_basicEffect:BasicEffect]
Name: [Terrain-->_boundingSphere:BoundingSphere]
Name: [Terrain-->_effect:Effect]
Name: [Terrain-->_mass:Mass]
Name: [Terrain-->_matrix:Matrix]
Name: [Terrain-->_model:Model]
Name: [Terrain-->_textureList:List]
Name: [Terrain-->heightMapTexture:Texture2D]
Name: [Terrain-->meshIndexBuffer:IndexBuffer]
Name: [Terrain-->vertexBuffer:VertexBuffer]
Name: [Terrain-->vertexDeclaration:VertexDeclaration]
Name: [Terrain-->vertices:VertexPositionNormalTexture]
Name: [TextWriter-->Arial:BitmapFont]
Name: [TextWriter-->MeadBold16:BitmapFont]
Name: [TextWriter-->Ogilvie24:BitmapFont]

Association : [AI-->aiState:AIState]
Member of Package: ElementalGame
Starts In Object: Class: AI
Ends In Object: Class: AIState
Start Role:
End Role:
Name: aiState
Default Value: new AIState()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [AI-->destination:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: AI
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: destination
Default Value: new Vector3()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [AI-->foundPlayer:Player]
Member of Package: ElementalGame
Starts In Object: Class: AI
Ends In Object: Class: Player
Start Role:
End Role:
Name: foundPlayer
Default Value: null
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [AI-->rand:Random]
Member of Package: ElementalGame
Starts In Object: Class: AI
Ends In Object: Class: Random
Start Role:
End Role:
Name: rand
Default Value: new Random()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->audioEngine:AudioEngine]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: AudioEngine
Start Role:
End Role:
Name: audioEngine
Navigable: Yes
Static: Yes
Comment: XNA audio API
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->effects:List]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: List
Start Role:
End Role:
Name: effects
Navigable: Yes
Static: Yes
Comment: Background music queue. Effects are handles by GameObjects
Template Parameters: Cue
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->metranome:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: metranome
Navigable: Yes
Static: Yes
Comment: The metranome
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->music:List]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: List
Start Role:
End Role:
Name: music
Navigable: Yes
Static: Yes
Comment: Background music queue. Effects are handles by GameObjects
Template Parameters: Cue
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->orchestration:XmlNode]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: XmlNode
Start Role:
End Role:
Name: orchestration
Navigable: Yes
Static: Yes
Comment: Holds the xml branch containing instruments and timings
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->soundBank:SoundBank]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: SoundBank
Start Role:
End Role:
Name: soundBank
Navigable: Yes
Static: Yes
Comment: Organizes waves into tracks and cues
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Audio-->waveBank:WaveBank]
Member of Package: ElementalGame
Starts In Object: Class: Audio
Ends In Object: Class: WaveBank
Start Role:
End Role:
Name: waveBank
Navigable: Yes
Static: Yes
Comment: Stores wave file
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Collision-->gravityNormalComponent:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Collision
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: gravityNormalComponent
Default Value: new Vector3()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Collision-->gravityTangentialComponent:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Collision
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: gravityTangentialComponent
Default Value: new Vector3()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Collision-->normalComponent:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Collision
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: normalComponent
Default Value: new Vector3()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Collision-->tangentialComponent:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Collision
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: tangentialComponent
Default Value: new Vector3()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->content:ContentManager]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: ContentManager
Start Role:
End Role:
Name: content
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->controlsSetup:ControlsSetup]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: ControlsSetup
Start Role:
End Role:
Name: controlsSetup
Default Value: new ControlsSetup()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->defaultViewport:Viewport]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: Viewport
Start Role:
End Role:
Name: defaultViewport
Default Value: new Viewport()
Navigable: Yes
Comment: Default viewport that takes up the whole screen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->gameFlow:GameFlow]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GameFlow
Start Role:
End Role:
Name: gameFlow
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->gameOverScreen:GameOverScreen]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GameOverScreen
Start Role:
End Role:
Name: gameOverScreen
Default Value: new GameOverScreen()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->gameSetup:GameSetup]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GameSetup
Start Role:
End Role:
Name: gameSetup
Default Value: new GameSetup()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->gameState:GameState]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GameState
Start Role:
End Role:
Name: gameState
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->graphics:GraphicsDeviceManager]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GraphicsDeviceManager
Start Role:
End Role:
Name: graphics
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->Player1Controller:GameController]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: GameController
Start Role:
End Role:
Name: Player1Controller
Default Value: new GameController()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->playerSetup:PlayerSetup]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: PlayerSetup
Start Role:
End Role:
Name: playerSetup
Default Value: new PlayerSetup()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->spriteBatch:SpriteBatch]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: SpriteBatch
Start Role:
End Role:
Name: spriteBatch
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->timer:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: timer
Default Value: new Stopwatch()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->titleScreen:TitleScreen]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: TitleScreen
Start Role:
End Role:
Name: titleScreen
Default Value: new TitleScreen()
Navigable: Yes
Comment: Idle Screen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ElementalGame-->viewportList:List]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: List
Start Role:
End Role:
Name: viewportList
Default Value: new List()
Navigable: Yes
Static: Yes
Visibility: public
Comment: Window viewports (for multiplayer)
Template Parameters: Viewport
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameController-->gamePadState:GamePadState]
Member of Package: ElementalGame
Starts In Object: Class: GameController
Ends In Object: Class: GamePadState
Start Role:
End Role:
Name: gamePadState
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameController-->keyboardState:KeyboardState]
Member of Package: ElementalGame
Starts In Object: Class: GameController
Ends In Object: Class: KeyboardState
Start Role:
End Role:
Name: keyboardState
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameController-->mouseState:MouseState]
Member of Package: ElementalGame
Starts In Object: Class: GameController
Ends In Object: Class: MouseState
Start Role:
End Role:
Name: mouseState
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameController-->playerControllerIndex:PlayerIndex]
Member of Package: ElementalGame
Starts In Object: Class: GameController
Ends In Object: Class: PlayerIndex
Start Role:
End Role:
Name: playerControllerIndex
Navigable: Yes
Visibility: public
Comment: Controller Number
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameController-->playerControllerType:ControllerType]
Member of Package: ElementalGame
Starts In Object: Class: GameController
Ends In Object: Class: ControllerType
Start Role:
End Role:
Name: playerControllerType
Default Value: ControllerType.NONE
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameMenu-->menuElements:List]
Member of Package: ElementalGame
Starts In Object: Class: GameMenu
Ends In Object: Class: List
Start Role:
End Role:
Name: menuElements
Default Value: new List()
Navigable: Yes
Visibility: private
Template Parameters: GameMenuElement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameMenu-->position:Vector2]
Member of Package: ElementalGame
Starts In Object: Class: GameMenu
Ends In Object: Class: Vector2
Start Role:
End Role:
Name: position
Default Value: new Vector2()
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameMenuElement-->type:MenuElementType]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuElement
Ends In Object: Class: MenuElementType
Start Role:
End Role:
Name: type
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameMenuOption-->options:List]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuOption
Ends In Object: Class: List
Start Role:
End Role:
Name: options
Default Value: new List()
Navigable: Yes
Visibility: private
Template Parameters: string
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameScreen-->backgroundTexture:Texture2D]
Member of Package: ElementalGame
Starts In Object: Class: GameScreen
Ends In Object: Class: Texture2D
Start Role:
End Role:
Name: backgroundTexture
Navigable: Yes
Visibility: protected
Comment: The background texture
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [GameScreen-->menu:GameMenu]
Member of Package: ElementalGame
Starts In Object: Class: GameScreen
Ends In Object: Class: GameMenu
Start Role:
End Role:
Name: menu
Navigable: Yes
Visibility: protected
Comment: Menu object
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [HeadsUpDisplay-->imageDisplays:List]
Member of Package: ElementalGame
Starts In Object: Class: HeadsUpDisplay
Ends In Object: Class: List
Start Role:
End Role:
Name: imageDisplays
Default Value: new List()
Navigable: Yes
Visibility: private
Template Parameters: ImageDisplay
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [HeadsUpDisplay-->textDisplays:List]
Member of Package: ElementalGame
Starts In Object: Class: HeadsUpDisplay
Ends In Object: Class: List
Start Role:
End Role:
Name: textDisplays
Default Value: new List()
Navigable: Yes
Visibility: private
Template Parameters: TextDisplay
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [HeadsUpDisplay-->valueDisplays:List]
Member of Package: ElementalGame
Starts In Object: Class: HeadsUpDisplay
Ends In Object: Class: List
Start Role:
End Role:
Name: valueDisplays
Default Value: new List()
Navigable: Yes
Visibility: private
Template Parameters: ValueDisplay
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Human-->borderTexture:Texture2D]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: Texture2D
Start Role:
End Role:
Name: borderTexture
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Human-->HUD:HeadsUpDisplay]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: HeadsUpDisplay
Start Role:
End Role:
Name: HUD
Default Value: new HeadsUpDisplay()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Human-->playerController:GameController]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: GameController
Start Role:
End Role:
Name: playerController
Default Value: new GameController()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Human-->rumbleEventList:List]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: List
Start Role:
End Role:
Name: rumbleEventList
Default Value: new List()
Navigable: Yes
Template Parameters: RumbleEvent
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Human-->stopAllRumble:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: stopAllRumble
Default Value: new Stopwatch()
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [LevelInfoStruct-->gameTypeSelection:GameType]
Member of Package: ElementalGame
Starts In Object: Class: LevelInfoStruct
Ends In Object: Class: GameType
Start Role:
End Role:
Name: gameTypeSelection
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [LevelInfoStruct-->humansInfo:List]
Member of Package: ElementalGame
Starts In Object: Class: LevelInfoStruct
Ends In Object: Class: List
Start Role:
End Role:
Name: humansInfo
Navigable: Yes
Visibility: public
Template Parameters: Human
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [LevelInfoStruct-->propsInfo:List]
Member of Package: ElementalGame
Starts In Object: Class: LevelInfoStruct
Ends In Object: Class: List
Start Role:
End Role:
Name: propsInfo
Navigable: Yes
Visibility: public
Template Parameters: Prop
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [LevelInfoStruct-->terrainInfo:Terrain]
Member of Package: ElementalGame
Starts In Object: Class: LevelInfoStruct
Ends In Object: Class: Terrain
Start Role:
End Role:
Name: terrainInfo
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->accelDueToGravity:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: accelDueToGravity
Default Value: Vector3.Zero
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->acceleration:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: acceleration
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->currentPosition:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: currentPosition
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: The objects center location
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->currentRotation:Quaternion]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Quaternion
Start Role:
End Role:
Name: currentRotation
Default Value: new Quaternion()
Navigable: Yes
Visibility: public
Comment: Stores current rotation information
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->hitWhere:List]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: List
Start Role:
End Role:
Name: hitWhere
Default Value: new List()
Navigable: Yes
Visibility: public
Template Parameters: HitWhere
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->lastPosition:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: lastPosition
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Needed for updating the lookup map
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->normalVector:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: normalVector
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Straight ahead - normalized
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->objectHitBy:List]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: List
Start Role:
End Role:
Name: objectHitBy
Default Value: new List()
Navigable: Yes
Visibility: public
Template Parameters: ObjectType
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->objectType:ObjectType]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: ObjectType
Start Role:
End Role:
Name: objectType
Default Value: new ObjectType()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->perpVector:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: perpVector
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Straight to the right?(left?)
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->totalForce:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: totalForce
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Used to sum the forces on a GameObject during Update
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->upVector:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: upVector
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Straight up - normalized
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Mass-->velocity:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Mass
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: velocity
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Comment: Un-Normalized Vector in the direction of object movement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Particle-->particleType:ParticleType]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: ParticleType (in Package: ParticleSystem)
Start Role:
End Role:
Name: particleType
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->gasAOE:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: gasAOE
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->gasDA:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: gasDA
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->liquidAOE:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: liquidAOE
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->liquidDA:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: liquidDA
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->solidAOE:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: solidAOE
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleManager-->solidDA:ParticleSystem]
Member of Package: ElementalGame
Starts In Object: Class: ParticleManager
Ends In Object: Class: ParticleSystem
Start Role:
End Role:
Name: solidDA
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->dynamicParticles:List]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: List
Start Role:
End Role:
Name: dynamicParticles
Default Value: new List()
Navigable: Yes
Visibility: public
Template Parameters: Particle
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->particleType:ParticleType]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: ParticleType
Start Role:
End Role:
Name: particleType
Default Value: new ParticleType()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->randomFlame:Random]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: Random
Start Role:
End Role:
Name: randomFlame
Default Value: new Random(3)
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->staticParticles:List]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: List
Start Role:
End Role:
Name: staticParticles
Default Value: new List()
Navigable: Yes
Visibility: public
Template Parameters: Particle
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ParticleSystem-->thermalParticles:List]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: List
Start Role:
End Role:
Name: thermalParticles
Default Value: new List()
Navigable: Yes
Visibility: public
Template Parameters: Particle
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->activeShield:ShieldType]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: ShieldType
Start Role:
End Role:
Name: activeShield
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->airDirectAttack:Cue]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Cue
Start Role:
End Role:
Name: airDirectAttack
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->attackMode:AttackMode]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: AttackMode (in Package: GameController)
Start Role:
End Role:
Name: attackMode
Navigable: Yes
Visibility: protected
Comment: Player's attack mode (AoE or Direct)
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->characterType:CharacterType]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: CharacterType
Start Role:
End Role:
Name: characterType
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->controllerInput:ControllerInput]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: ControllerInput
Start Role:
End Role:
Name: controllerInput
Default Value: new ControllerInput()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->currentState:PlayerState]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: PlayerState
Start Role:
End Role:
Name: currentState
Default Value: PlayerState.NORMAL
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->earthDirectAttack:Cue]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Cue
Start Role:
End Role:
Name: earthDirectAttack
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->eyesModel:Model]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Model
Start Role:
End Role:
Name: eyesModel
Navigable: Yes
Visibility: protected
Comment: Extra model for the eyes of the septasoul
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->lastModeSelected:ElementalMode]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: ElementalMode
Start Role:
End Role:
Name: lastModeSelected
Default Value: ElementalMode.NONE
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->mannaIncrement:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: mannaIncrement
Default Value: new Stopwatch()
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->RateOfFire_AOE:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: RateOfFire_AOE
Navigable: Yes
Visibility: protected
Comment: Timer to control AOE rate of fire
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->RateOfFire_DA:Stopwatch]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Stopwatch
Start Role:
End Role:
Name: RateOfFire_DA
Navigable: Yes
Visibility: protected
Comment: Timer to control DA rate of fire
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->shieldModel:Model]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Model
Start Role:
End Role:
Name: shieldModel
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->spawnPosition:Vector3]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Vector3
Start Role:
End Role:
Name: spawnPosition
Default Value: new Vector3()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->targetObject:TargetObject]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: TargetObject
Start Role:
End Role:
Name: targetObject
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Player-->waterDirectAttack:Cue]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: Cue
Start Role:
End Role:
Name: waterDirectAttack
Navigable: Yes
Visibility: protected
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ProductionMode-->_collision:Collision]
Member of Package: ElementalGame
Starts In Object: Class: ProductionMode
Ends In Object: Class: Collision
Start Role:
End Role:
Name: _collision
Navigable: Yes
Comment: Class that handles collision detection between different GameObjects
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ProductionMode-->_currentLevelInfo:LevelInfoStruct]
Member of Package: ElementalGame
Starts In Object: Class: ProductionMode
Ends In Object: Class: LevelInfoStruct
Start Role:
End Role:
Name: _currentLevelInfo
Default Value: new LevelInfoStruct()
Navigable: Yes
Comment: Stores the information about the current level loaded
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ProductionMode-->_objectLibrary:ObjectLibrary]
Member of Package: ElementalGame
Starts In Object: Class: ProductionMode
Ends In Object: Class: ObjectLibrary
Start Role:
End Role:
Name: _objectLibrary
Navigable: Yes
Comment: A scenegraph/collections class, containing all GameObject instantiations
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [ProductionMode-->_renderer:Renderer]
Member of Package: ElementalGame
Starts In Object: Class: ProductionMode
Ends In Object: Class: Renderer
Start Role:
End Role:
Name: _renderer
Default Value: new Renderer()
Navigable: Yes
Comment: Renders the scene once for each viewport
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Default Value: new Mass()
Navigable: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Prop-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [PropManager-->metaProp:Prop]
Member of Package: ElementalGame
Starts In Object: Class: PropManager
Ends In Object: Class: Prop
Start Role:
End Role:
Name: metaProp
Default Value: new Prop()
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [PropManager-->props:List]
Member of Package: ElementalGame
Starts In Object: Class: PropManager
Ends In Object: Class: List
Start Role:
End Role:
Name: props
Default Value: new List()
Navigable: Yes
Visibility: public
Comment: A list of all Props in the game world
Template Parameters: Prop
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->AAEffect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: Effect
Start Role:
End Role:
Name: AAEffect
Navigable: Yes
Comment: Effect to render the Render Target to a quad on-screen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->depthBuffer:RenderTarget2D]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: RenderTarget2D
Start Role:
End Role:
Name: depthBuffer
Navigable: Yes
Comment: Render Target to retrieve the depth buffer
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->matrixModelView:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: matrixModelView
Navigable: Yes
Visibility: private
Comment: View Matrix
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->matrixProjection:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: matrixProjection
Navigable: Yes
Visibility: public
Comment: Projection Matrix
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->renderTarget:RenderTarget2D]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: RenderTarget2D
Start Role:
End Role:
Name: renderTarget
Navigable: Yes
Comment: Primary Render target
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->vertexBuffer:VertexBuffer]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: VertexBuffer
Start Role:
End Role:
Name: vertexBuffer
Navigable: Yes
Visibility: private
Comment: Buffer to store vertices
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->vertexDeclaration:VertexDeclaration]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: VertexDeclaration
Start Role:
End Role:
Name: vertexDeclaration
Navigable: Yes
Visibility: private
Comment: Vertex Declaration
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Renderer-->vertices:VertexPositionNormalTexture]
Member of Package: ElementalGame
Starts In Object: Class: Renderer
Ends In Object: Class: VertexPositionNormalTexture
Start Role:
End Role:
Name: vertices
Navigable: Yes
Visibility: public
Array: Yes
Comment: Array to store vertex Position, Normal and Texture information
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Room-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: Room
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [SkySphere-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_basicEffect:BasicEffect]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: BasicEffect
Start Role:
End Role:
Name: _basicEffect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_boundingSphere:BoundingSphere]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: BoundingSphere
Start Role:
End Role:
Name: _boundingSphere
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_effect:Effect]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: Effect
Start Role:
End Role:
Name: _effect
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_mass:Mass]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: Mass
Start Role:
End Role:
Name: _mass
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_matrix:Matrix]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: Matrix
Start Role:
End Role:
Name: _matrix
Default Value: new Matrix()
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_model:Model]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: Model
Start Role:
End Role:
Name: _model
Navigable: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->_textureList:List]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: List
Start Role:
End Role:
Name: _textureList
Default Value: new List()
Navigable: Yes
Template Parameters: Texture2D
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->heightMapTexture:Texture2D]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: Texture2D
Start Role:
End Role:
Name: heightMapTexture
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->meshIndexBuffer:IndexBuffer]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: IndexBuffer
Start Role:
End Role:
Name: meshIndexBuffer
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->vertexBuffer:VertexBuffer]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: VertexBuffer
Start Role:
End Role:
Name: vertexBuffer
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->vertexDeclaration:VertexDeclaration]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: VertexDeclaration
Start Role:
End Role:
Name: vertexDeclaration
Navigable: Yes
Visibility: private
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [Terrain-->vertices:VertexPositionNormalTexture]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: VertexPositionNormalTexture
Start Role:
End Role:
Name: vertices
Navigable: Yes
Visibility: public
Array: Yes
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [TextWriter-->Arial:BitmapFont]
Member of Package: ElementalGame
Starts In Object: Class: TextWriter
Ends In Object: Class: BitmapFont
Start Role:
End Role:
Name: Arial
Navigable: Yes
Static: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [TextWriter-->MeadBold16:BitmapFont]
Member of Package: ElementalGame
Starts In Object: Class: TextWriter
Ends In Object: Class: BitmapFont
Start Role:
End Role:
Name: MeadBold16
Navigable: Yes
Static: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Association : [TextWriter-->Ogilvie24:BitmapFont]
Member of Package: ElementalGame
Starts In Object: Class: TextWriter
Ends In Object: Class: BitmapFont
Start Role:
End Role:
Name: Ogilvie24
Navigable: Yes
Static: Yes
Visibility: public
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None


DEPENDENCIES
Name: [Particle realizes GameObject]
Name: [ParticleSystem realizes GameObject]
Name: [Player realizes GameObject]
Name: [ProductionMode realizes GameFlow]
Name: [Prop realizes GameObject]
Name: [SkySphere realizes GameObject]
Name: [Terrain realizes GameObject]

Realization : [Particle realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: Particle
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [ParticleSystem realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: ParticleSystem
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [Player realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: Player
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [ProductionMode realizes GameFlow]
Member of Package: ElementalGame
Starts In Object: Class: ProductionMode
Ends In Object: Class: GameFlow
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [Prop realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: Prop
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [SkySphere realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: SkySphere
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Realization : [Terrain realizes GameObject]
Member of Package: ElementalGame
Starts In Object: Class: Terrain
Ends In Object: Class: GameObject
Stereotype: Realization
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None


GENERALIZATIONS
Name: [AI inherits from Player]
Name: [ControlsSetup inherits from GameScreen]
Name: [ElementalGame inherits from Game]
Name: [GameMenuButton inherits from GameMenuElement]
Name: [GameMenuLabel inherits from GameMenuElement]
Name: [GameMenuOption inherits from GameMenuElement]
Name: [GameMenuValueInput inherits from GameMenuElement]
Name: [GameOverScreen inherits from GameScreen]
Name: [GameSetup inherits from GameScreen]
Name: [Human inherits from Player]
Name: [PlayerSetup inherits from GameScreen]
Name: [TitleScreen inherits from GameScreen]

Generalization : [AI inherits from Player]
Member of Package: ElementalGame
Starts In Object: Class: AI
Ends In Object: Class: Player
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [ControlsSetup inherits from GameScreen]
Member of Package: ElementalGame
Starts In Object: Class: ControlsSetup
Ends In Object: Class: GameScreen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [ElementalGame inherits from Game]
Member of Package: ElementalGame
Starts In Object: Class: ElementalGame
Ends In Object: Class: Game (in Package: Microsoft::Xna::Framework)
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameMenuButton inherits from GameMenuElement]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuButton
Ends In Object: Class: GameMenuElement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameMenuLabel inherits from GameMenuElement]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuLabel
Ends In Object: Class: GameMenuElement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameMenuOption inherits from GameMenuElement]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuOption
Ends In Object: Class: GameMenuElement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameMenuValueInput inherits from GameMenuElement]
Member of Package: ElementalGame
Starts In Object: Class: GameMenuValueInput
Ends In Object: Class: GameMenuElement
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameOverScreen inherits from GameScreen]
Member of Package: ElementalGame
Starts In Object: Class: GameOverScreen
Ends In Object: Class: GameScreen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [GameSetup inherits from GameScreen]
Member of Package: ElementalGame
Starts In Object: Class: GameSetup
Ends In Object: Class: GameScreen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [Human inherits from Player]
Member of Package: ElementalGame
Starts In Object: Class: Human
Ends In Object: Class: Player
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [PlayerSetup inherits from GameScreen]
Member of Package: ElementalGame
Starts In Object: Class: PlayerSetup
Ends In Object: Class: GameScreen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None

Generalization : [TitleScreen inherits from GameScreen]
Member of Package: ElementalGame
Starts In Object: Class: TitleScreen
Ends In Object: Class: GameScreen
Tagged Values: None
Constraints: None
Requirements: None
Realized Requirements: None
Scenarios: None
Test Cases: None
Realized Test Cases: None


N-ARY ASSOCIATIONS
None

COLLABORATIONS
None

OBJECTS & START/ENDPOINTS
None

ACTIVITIES
None

DECISIONS
None

SIGNALS
None

SYNCH BARS
None

STATES
None

FRAMES
None

TRANSITIONS
None

FLOWS
None

MESSAGES
None

DIAGRAMS
None

Created at 3:58:11 AM on Tuesday, April 10, 2007 by Visual UML v5.1 (Build # 604) (HTML Interface v2.1.231)