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static float | AngleFrom (this Vector2 Origin, Vector2 Target) |
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static float | AngleLerp (this float curAngle, float targetAngle, float amount) |
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static float | AngleTo (this Vector2 Origin, Vector2 Target) |
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static float | AngleTowards (this float curAngle, float targetAngle, float maxChange) |
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static bool | Between (this Vector2 vec, Vector2 minimum, Vector2 maximum) |
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static Vector2 | Bottom (this Rectangle r) |
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static Vector2 | BottomLeft (this Rectangle r) |
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static Vector2 | BottomRight (this Rectangle r) |
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static Vector2 | Center (this Rectangle r) |
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static Rectangle | CenteredRectangle (Vector2 center, Vector2 size) |
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static T | Clamp< T > (T value, T min, T max) |
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static void | ClampWithinWorld (ref int minX, ref int minY, ref int maxX, ref int maxY, bool lastValuesInclusiveToIteration=false, int fluffX=0, int fluffY=0) |
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static Vector2 | ClosestPointInRect (this Rectangle r, Vector2 point) |
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static Vector2 | ClosestPointOnLine (this Vector2 P, Vector2 A, Vector2 B) |
| Returns the closest point on a line segment from A to B to another point P . The resulting point will be on the line and not extend past A or B.
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static long | CoinsCombineStacks (out bool overFlowing, params long[] coinCounts) |
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static long | CoinsCount (out bool overFlowing, Item[] inv, params int[] ignoreSlots) |
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static int[] | CoinsSplit (long count) |
| Converts a coin value into an array of individual coin currency item counts. The result is a 4 element array containing [Copper, Silver, Gold, Platinum] coin counts totaling to the coin value provided.
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static Color | ColorLerp_BlackToWhite (float percent) |
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static string[] | ConvertMonoArgsToDotNet (string[] brokenArgs) |
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static int | Count< T > (this T[] arr, T value) |
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static bool | deepCompare (this int[] firstArray, int[] secondArray) |
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static Vector2 | DirectionFrom (this Vector2 Origin, Vector2 Target) |
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static Vector2 | DirectionTo (this Vector2 Origin, Vector2 Target) |
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static float | Distance (this Rectangle r, Vector2 point) |
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static float | Distance (this Vector2 Origin, Vector2 Target) |
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static float | DistanceSQ (this Vector2 Origin, Vector2 Target) |
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static bool | DoesFitInCone (Vector2 point, Vector2 coneCenter, float coneLength, float coneRotation, float maximumAngle) |
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static Vector2 | DrawBorderString (SpriteBatch sb, string text, Vector2 pos, Color color, float scale=1f, float anchorx=0f, float anchory=0f, int maxCharactersDisplayed=-1) |
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static Vector2 | DrawBorderStringBig (SpriteBatch spriteBatch, string text, Vector2 pos, Color color, float scale=1f, float anchorx=0f, float anchory=0f, int maxCharactersDisplayed=-1) |
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static void | DrawBorderStringFourWay (SpriteBatch sb, DynamicSpriteFont font, string text, float x, float y, Color textColor, Color borderColor, Vector2 origin, float scale=1f) |
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static void | DrawCursorSingle (SpriteBatch sb, Color color, float rot=float.NaN, float scale=1f, Vector2 manualPosition=default(Vector2), int cursorSlot=0, int specialMode=0) |
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static void | DrawInvBG (SpriteBatch sb, float x, float y, float w, float h, Color c=default(Color)) |
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static void | DrawInvBG (SpriteBatch sb, int x, int y, int w, int h, Color c=default(Color)) |
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static void | DrawInvBG (SpriteBatch sb, Rectangle R, Color c=default(Color)) |
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static void | DrawLaser (SpriteBatch sb, Texture2D tex, Vector2 start, Vector2 end, Vector2 scale, LaserLineFraming framing) |
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static void | DrawLine (SpriteBatch spriteBatch, Point start, Point end, Color color) |
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static void | DrawLine (SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color) |
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static void | DrawLine (SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color colorStart, Color colorEnd, float width) |
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static void | DrawPanel (Texture2D texture, int edgeWidth, int edgeShove, SpriteBatch spriteBatch, Vector2 position, float width, Color color) |
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static void | DrawRect (SpriteBatch spriteBatch, Rectangle rect, Color color) |
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static void | DrawRect (SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color) |
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static void | DrawRect (SpriteBatch spriteBatch, Vector2 topLeft, Vector2 topRight, Vector2 bottomRight, Vector2 bottomLeft, Color color) |
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static void | DrawRectangle (SpriteBatch sb, Vector2 start, Vector2 end, Color colorStart, Color colorEnd, float width) |
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static void | DrawRectForTilesInWorld (SpriteBatch spriteBatch, Point start, Point end, Color color) |
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static void | DrawRectForTilesInWorld (SpriteBatch spriteBatch, Rectangle rect, Color color) |
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static void | DrawSettings2Panel (SpriteBatch spriteBatch, Vector2 position, float width, Color color) |
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static void | DrawSettingsPanel (SpriteBatch spriteBatch, Vector2 position, float width, Color color) |
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static void | DrawSplicedPanel (SpriteBatch sb, Texture2D texture, int x, int y, int w, int h, int leftEnd, int rightEnd, int topEnd, int bottomEnd, Color c) |
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static Vector2 | FactorAcceleration (Vector2 currentVelocity, float timeToInterception, Vector2 descendOfProjectile, int framesOfLenience) |
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static bool | FloatIntersect (float r1StartX, float r1StartY, float r1Width, float r1Height, float r2StartX, float r2StartY, float r2Width, float r2Height) |
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static Vector2 | Floor (this Vector2 vec) |
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static string | FormatWith (string original, object obj) |
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static Rectangle | Frame (this Asset< Texture2D > tex, int horizontalFrames=1, int verticalFrames=1, int frameX=0, int frameY=0, int sizeOffsetX=0, int sizeOffsetY=0) |
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static Rectangle | Frame (this Texture2D tex, int horizontalFrames=1, int verticalFrames=1, int frameX=0, int frameY=0, int sizeOffsetX=0, int sizeOffsetY=0) |
| Returns a Rectangle region ("frame") of the Texture2D corresponding to the layout provided. Can be used to easily retrieve coordinates for drawing a specific frame of a texture. For example texture.Frame(1, 3, 0, 2) indicates that the texture has 1 column and 3 rows and returns the coordinates of the bottom (index #2, or 3rd) frame of the only column.
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static ChaseResults | GetChaseResults (Vector2 chaserPosition, float chaserSpeed, Vector2 runnerPosition, Vector2 runnerVelocity) |
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static float | GetDayTimeAs24FloatStartingFromMidnight () |
| Returns the current world time in a 24 hour clock representation. This value is derived from Main.dayTime and Main.time. For example Utils.GetDayTimeAs24FloatStartingFromMidnight() < 6.50f would check if the time is before 6:30 AM.
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static Vector2 | GetDayTimeAsDirectionIn24HClock () |
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static Vector2 | GetDayTimeAsDirectionIn24HClock (float timeFrom0To24) |
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static double | GetLerpValue (double from, double to, double t, bool clamped=false) |
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static float | GetLerpValue (float from, float to, float t, bool clamped=false) |
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static List< int > | GetTrueIndexes (params bool[][] arrays) |
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static List< int > | GetTrueIndexes (this bool[] array) |
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static bool | HasNaNs (this Vector2 vec) |
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static int | Height (this Asset< Texture2D > asset) |
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static string | Hex3 (this Color color) |
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static string | Hex4 (this Color color) |
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static bool | IndexInRange< T > (this List< T > t, int index) |
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static bool | IndexInRange< T > (this T[] t, int index) |
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static bool | IntersectsConeFastInaccurate (this Rectangle targetRect, Vector2 coneCenter, float coneLength, float coneRotation, float maximumAngle) |
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static bool | IntersectsConeSlowMoreAccurate (this Rectangle targetRect, Vector2 coneCenter, float coneLength, float coneRotation, float maximumAngle) |
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static bool | IsPowerOfTwo (int x) |
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static Vector2 | Left (this Rectangle r) |
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static double | Lerp (double value1, double value2, double amount) |
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static float | LineRectangleDistance (Rectangle rect, Vector2 lineStart, Vector2 lineEnd) |
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static void | LogAndChatAndConsoleInfoMessage (string message) |
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static void | LogAndConsoleErrorMessage (string message) |
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static void | LogAndConsoleInfoMessage (string message) |
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static void | LogAndConsoleInfoMessageFormat (string format, params object[] args) |
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static Version | MajorMinor (this Version v) |
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static Version | MajorMinorBuild (this Version v) |
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static R[] | MapArray< T, R > (T[] array, Func< T, R > mapper) |
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static T | Max< T > (params T[] args) |
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static Rectangle | Modified (this Rectangle r, int x, int y, int w, int h) |
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static int | ModulusPositive (this int myInteger, int modulusNumber) |
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static Vector2 | MoveTowards (this Vector2 currentPosition, Vector2 targetPosition, float maxAmountAllowedToMove) |
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static float | MultiLerp (float percent, params float[] floats) |
| Linearly interpolates between several values denoting a continuous piecewise linear function (Piecewise linear function wikipedia page). This can be used to interpolate between several values, providing finer control over the transition between values. More...
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static Color | MultiplyRGB (this Color firstColor, Color secondColor) |
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static Color | MultiplyRGBA (this Color firstColor, Color secondColor) |
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static int | Next (this UnifiedRandom random, IntRange range) |
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static T | Next< T > (this UnifiedRandom r, IList< T > list) |
| Returns a random element from the provided list. More...
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static T | Next< T > (this UnifiedRandom r, T[] array) |
| Returns a random element from the provided array. More...
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static bool | NextBool (this UnifiedRandom r) |
| Returns true or false randomly with equal chance. More...
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static bool | NextBool (this UnifiedRandom r, int antecedent, int consequent) |
| Returns true X out of Y times.
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static bool | NextBool (this UnifiedRandom r, int consequent) |
| Returns true 1 out of X times.
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static T | NextEnum< T > (this T src) |
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static float | NextFloat (this UnifiedRandom r) |
| Generates a random value between 0f (inclusive) and 1f (exclusive).
It will not return 1f. More...
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static float | NextFloat (this UnifiedRandom r, float maxValue) |
| Generates a random value between 0f (inclusive) and maxValue (exclusive).
It will not return maxValue . More...
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static float | NextFloat (this UnifiedRandom r, float minValue, float maxValue) |
| Generates a random value between minValue (inclusive) and maxValue (exclusive).
It will not return maxValue . More...
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static float | NextFloat (this UnifiedRandom random, FloatRange range) |
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static float | NextFloatDirection (this UnifiedRandom r) |
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static T | NextFromCollection< T > (this UnifiedRandom random, List< T > objs) |
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static T | NextFromList< T > (this UnifiedRandom random, params T[] objs) |
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static Vector2 | NextVector2Circular (this UnifiedRandom r, float circleHalfWidth, float circleHalfHeight) |
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static Vector2 | NextVector2CircularEdge (this UnifiedRandom r, float circleHalfWidth, float circleHalfHeight) |
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static Vector2 | NextVector2FromRectangle (this UnifiedRandom r, Rectangle rect) |
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static Vector2 | NextVector2Square (this UnifiedRandom r, float min, float max) |
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static Vector2 | NextVector2Unit (this UnifiedRandom r, float startRotation=0f, float rotationRange=(float) Math.PI *2f) |
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static Rectangle | OffsetSize (this Rectangle rect, int xSize, int ySize) |
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static void | OpenFolder (string folderPath) |
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static void | OpenToURL (string url) |
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static Vector2 | OriginFlip (this Rectangle rect, Vector2 origin, SpriteEffects effects) |
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static Dictionary< string, string > | ParseArguements (string[] args) |
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static float | PingPongFrom01To010 (float value) |
| Remaps a provided value from 0->1 to 0->1->0, essentially turning a sawtooth pattern into a triangle wave pattern: More...
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static bool | PlotLine (Point p0, Point p1, TileActionAttempt plot, bool jump=true) |
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static bool | PlotLine (Point16 p0, Point16 p1, TileActionAttempt plot, bool jump=true) |
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static bool | PlotTileArea (int x, int y, TileActionAttempt plot) |
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static bool | PlotTileLine (Vector2 start, Vector2 end, float width, TileActionAttempt plot) |
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static bool | PlotTileLine (Vector2D start, Vector2D end, double width, TileActionAttempt plot) |
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static bool | PlotTileTale (Vector2D start, Vector2D end, double width, TileActionAttempt plot) |
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static void | PoofOfSmoke (Vector2 position) |
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static bool | PressingControl (this KeyboardState kb) |
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static bool | PressingShift (this KeyboardState kb) |
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static string | PrettifyPercentDisplay (float percent, string originalFormat) |
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static T | PreviousEnum< T > (this T src) |
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static int | RandomConsecutive (double random, int odds) |
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static float | RandomFloat (ref ulong seed) |
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static int | RandomInt (ref ulong seed, int max) |
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static int | RandomInt (ref ulong seed, int min, int max) |
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static int | RandomNext (ref ulong seed, int bits) |
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static ulong | RandomNextSeed (ulong seed) |
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static Vector2 | RandomVector2 (UnifiedRandom random, float min, float max) |
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static Vector2D | RandomVector2D (UnifiedRandom random, double min, double max) |
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static string | ReadEmbeddedResource (string path) |
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static Vector2 | ReadPackedVector2 (this BinaryReader bb) |
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static Color | ReadRGB (this BinaryReader bb) |
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static Vector2 | ReadVector2 (this BinaryReader bb) |
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static BitArray | ReceiveBitArray (int BitArrLength, BinaryReader reader) |
| Receives the result of SendBitArray, and returns the corresponding BitArray
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static bool | RectangleLineCollision (Vector2 rectTopLeft, Vector2 rectBottomRight, Vector2 lineStart, Vector2 lineEnd) |
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static float | Remap (float fromValue, float fromMin, float fromMax, float toMin, float toMax, bool clamped=true) |
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static int | Repeat (int value, int length) |
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static Vector2 | Right (this Rectangle r) |
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static Vector2 | RotatedBy (this Vector2 spinningpoint, double radians, Vector2 center=default(Vector2)) |
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static Vector2D | RotatedBy (this Vector2D spinningpoint, double radians, Vector2D center=default(Vector2D)) |
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static Vector2 | RotatedByRandom (this Vector2 spinninpoint, double maxRadians) |
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static Vector2 | RotateRandom (this Vector2 spinninpoint, double maxRadians) |
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static Vector2 | rotateTowards (Vector2 currentPosition, Vector2 currentVelocity, Vector2 targetPosition, float maxChange) |
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static Vector2 | Round (Vector2 input) |
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static Vector2 | SafeNormalize (this Vector2 v, Vector2 defaultValue) |
| If this Vector2 can't be normalized, either because it is a 0 length vector or has not a number values, defaultValue will be returned instead as a fallback. It will not be normalized so using Vector2.UnitX or Vector2.UnitY is appropriate. Vector2.Zero can also be appropriate if the surrounding logic expects it. Using SafeNormalize instead of Normalize avoids many difficult to anticipate issues that would cause bugs.
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static T | SelectRandom< T > (UnifiedRandom random, params T[] choices) |
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static void | SendBitArray (BitArray arr, BinaryWriter writer) |
| Bit packs a BitArray into a Byte Array and then sends the byte array
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static void | ShowFancyErrorMessage (string message, int returnToMenu, UIState returnToState=null) |
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static Vector2 | Size (this Asset< Texture2D > tex) |
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static Vector2 | Size (this Rectangle r) |
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static Vector2 | Size (this Texture2D tex) |
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static double | SmoothStep (double min, double max, double x) |
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static float | SmoothStep (float min, float max, float x) |
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static bool | SolveQuadratic (float a, float b, float c, out float result1, out float result2) |
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static void | Swap< T > (ref T t1, ref T t2) |
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static byte[] | ToByteArray (this string str) |
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static int | ToDirectionInt (this bool value) |
| Converts a bool to 1 if true, -1 if false. Suitable for working with Entity.direction and Projectile.spriteDirection, or anything else related to geometry.
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static int | ToInt (this bool value) |
| Converts a bool to 1 if true, 0 if false.
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static Vector2 | Top (this Rectangle r) |
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static Vector2 | TopLeft (this Rectangle r) |
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static Point | ToPoint (this Point16 p) |
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static Point | ToPoint (this Vector2 v) |
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static Point | ToPoint (this Vector2D v) |
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static Point16 | ToPoint16 (this Vector2 v) |
| Converts this Vector2 to a Point16, resulting in X and Y values rounded towards 0. If the intention is to convert to Tile coordinates from World coordinates, use ToTileCoordinates16(Vector2) instead.
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static Vector2 | TopRight (this Rectangle r) |
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static float | ToRotation (this Vector2 v) |
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static Vector2 | ToRotationVector2 (this float f) |
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static Vector2 | ToScreenPosition (this Vector2 worldPosition) |
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static Point | ToTileCoordinates (this Vector2 vec) |
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static Point | ToTileCoordinates (this Vector2D vec) |
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static Point16 | ToTileCoordinates16 (this Vector2 vec) |
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static Point16 | ToTileCoordinates16 (this Vector2D vec) |
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static Vector2 | ToVector2 (this Point p) |
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static Vector2 | ToVector2 (this Point16 p) |
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static Vector2D | ToVector2D (this Point p) |
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static Vector2D | ToVector2D (this Point16 p) |
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static Vector2D | ToVector2D (this Vector2 v) |
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static Vector2 | ToWorldCoordinates (this Point p, float autoAddX=8f, float autoAddY=8f) |
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static Vector2 | ToWorldCoordinates (this Point p, Vector2 autoAddXY) |
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static Vector2 | ToWorldCoordinates (this Point16 p, float autoAddX=8f, float autoAddY=8f) |
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static Vector2 | ToWorldCoordinates (this Point16 p, Vector2 autoAddXY) |
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static Vector2 | ToWorldCoordinates (this Vector2 v, float autoAddX=8f, float autoAddY=8f) |
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static Vector2 | ToWorldCoordinates (this Vector2 v, Vector2 autoAddXY) |
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static void | TrimTextIfNeeded (ref string text, DynamicSpriteFont font, float scale, float maxWidth) |
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static bool | TryCreatingDirectory (string folderPath) |
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static float | Turn01ToCyclic010 (float value) |
| Remaps a provided value from 0->1 to a cosine curve. Provides a method of turning an input sawtooth pattern into a smooth cyclic curve. This is useful when using repeating timers to drive effects that should return smoothly to their initial value before repeating rather than reset abruptly. More...
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static double | UnclampedSmoothStep (double min, double max, double x) |
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static float | UnclampedSmoothStep (float min, float max, float x) |
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static DateTime | UnixTimeStampToDateTime (long unixTimeStamp) |
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static Vector2 | Vector2FromElipse (Vector2 angleVector, Vector2 elipseSizes) |
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static int | Width (this Asset< Texture2D > asset) |
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static bool | WithinRange (this Vector2 Origin, Vector2 Target, float MaxRange) |
| Returns true if the Target is within MaxRange world coordinate units of Origin .
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static string[] | WordwrapString (string text, DynamicSpriteFont font, int maxWidth, int maxLines, out int lineAmount) |
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static List< List< TextSnippet > > | WordwrapStringSmart (string text, Color c, DynamicSpriteFont font, int maxWidth, int maxLines) |
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static float | WrappedLerp (float value1, float value2, float percent) |
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static void | WritePackedVector2 (this BinaryWriter bb, Vector2 v) |
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static void | WriteRGB (this BinaryWriter bb, Color c) |
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static void | WriteVector2 (this BinaryWriter bb, Vector2 v) |
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static Vector2 | XY (this Vector4 vec) |
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static Vector3 | XZW (this Vector4 vec) |
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static Vector3 | YZW (this Vector4 vec) |
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static Vector2 | ZW (this Vector4 vec) |
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