Namespace Microsoft.Xna.Framework
Classes
- BoundingFrustum
Defines a viewing frustum for intersection operations.
- Curve
Contains a collection of CurveKey points in 2D space and provides methods for evaluating features of the curve they define.
- CurveKeyCollection
The collection of the CurveKey elements and a part of the Curve class.
- DrawableGameComponent
A drawable object that, when added to the Game.Components collection of a Game instance, will have it's Draw(GameTime) method called when Game.Draw(GameTime) is called.
- ExitingEventArgs
Event arguments for Exiting.
- FrameworkDispatcher
Helper class for processing internal framework events.
- Game
This class is the entry point for most games. Handles setting up a window and graphics and runs a game loop that calls Update(GameTime) and Draw(GameTime).
- GameComponent
An object that can be attached to a Game and have its Update(GameTime) method called when Update(GameTime) is called.
- GameComponentCollection
A collection of IGameComponent instances.
- GameComponentCollectionEventArgs
Arguments for the ComponentAdded and ComponentRemoved events.
- GameServiceContainer
A container for services for a Game.
- GameWindow
The system window used by a Game.
- GraphicsDeviceInformation
The settings used in creation of the graphics device. See PreparingDeviceSettings.
- GraphicsDeviceManager
Used to initialize and control the presentation of the graphics device.
- LaunchParameters
The parameters for launching a Game.
- MathHelper
Contains commonly used precalculated values and mathematical operations.
- MathHelper.Random
Random Number Generator based on Permutation-Congruential-Generator (PCG), which is a fancy wording to describe a family of RNG which are simple, fast, statistically excellent, and hardly predictable.
More interestingly, PCG allows to generate multiple sequences with the same seed, which is very handy in game development to have a unique seed per game session while using different streams for each RNG which requires an isolated context (e.g. generating a procedural level, but we don't want the loot generation to affect subsequent level generations).
This code is derived from the minimal C implementation. https://github.com/imneme/pcg-c-basic
- PreparingDeviceSettingsEventArgs
The arguments to the PreparingDeviceSettings event.
- TitleContainer
Provides functionality for opening a stream in the title storage area.
Structs
- BoundingBox
Represents an axis-aligned bounding box (AABB) in 3D space.
- BoundingSphere
Describes a sphere in 3D-space for bounding operations.
- Color
Describes a 32-bit packed color.
- Matrix
Represents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information.
- Plane
A plane in 3d space, represented by its normal away from the origin and its distance from the origin, D.
- Point
Describes a 2D-point.
- Quaternion
An efficient mathematical representation for three dimensional rotations.
- Ray
Represents a ray with an origin and a direction in 3D space.
- Rectangle
Describes a 2D-rectangle.
- TextInputEventArgs
This class is used in GameWindow's TextInput event as EventArgs.
- Vector2
Describes a 2D-vector.
- Vector3
Describes a 3D-vector.
- Vector4
Describes a 4D-vector.
Interfaces
- ICurveEvaluator<T>
Interface for curve evaluation. Implemented by Curve
- IDrawable
Interface for drawable entities.
- IGameComponent
An interface for GameComponent.
- IGraphicsDeviceManager
Used by the platform code to control the graphics device.
- IPlatformBackButton
Allows for platform specific handling of the Back button.
- IUpdateable
Interface for updateable entities.
Enums
- ContainmentType
Defines how the bounding volumes intersects or contain one another.
- CurveContinuity
Defines the continuity of keys on a Curve.
- CurveLoopType
Defines how the Curve value is determined for position before first point or after the end point on the Curve.
- CurveTangent
Defines the different tangent types to be calculated for CurveKey points in a Curve.
- DisplayOrientation
Defines the orientation of the display.
- GameRunBehavior
Defines how the Game should be run.
- PlaneIntersectionType
Defines the intersection between a Plane and a bounding volume.
- PlayerIndex
Defines the index of player for various MonoGame components.