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Blaze_Brigade.XML 40.79 KiB
<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Blaze_Brigade</name>
    </assembly>
    <members>
        <member name="T:Model.BronzeBow">
            <summary>
            Ranged weapon.
            </summary>
            This class represents a ranged weapon.
            It implements the Weapon interface.
        </member>
        <member name="M:Model.BronzeBow.#ctor">
                    Constructs a Bronze Bow.
        </member>
        <member name="T:Model.BronzeSword">
            <summary>
            Melee weapon.
            </summary>
            This class represents a melee weapon.
            It implements the Weapon interface.
        </member>
        <member name="M:Model.BronzeSword.#ctor">
                    Constructs a Bronze Sword.
        </member>
        <member name="T:Model.DamageCalculations">
            <summary>
            This class calculates all damage related calculations
            </summary>
        </member>
        <member name="M:Model.DamageCalculations.getDamageDealt(Model.Unit,Model.Unit,System.Boolean)">
                    passes in the 2 units, and a boolean on whether attack is physical (false), or magical (true), and returns damage dealt by taking into account an attacker's str/int, and defender def/res
                    *@param attacker The unit performing the attack
                    *@param defender The unit defending against the attack
                    *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated
        </member>
        <member name="M:Model.DamageCalculations.getHitRate(Model.Unit,Model.Unit)">
                    passes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill
                    *@param attacker The unit performing the attack
                    *@param defender The unit defending against the attack
        </member>
        <member name="M:Model.DamageCalculations.getCritRate(Model.Unit,Model.Unit)">
                    passes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill
                    *@param attacker The unit performing the attack
                    *@param defender The unit defending against the attack
        </member>
        <member name="M:Model.DamageCalculations.getHitCount(Model.Unit,Model.Unit)">
                    passes in then 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed
                    *@param attacker The unit performing the attack
                    *@param defender The unit defending against the attack
        </member>
        <member name="M:Model.DamageCalculations.finalDamage(Model.Unit,Model.Unit,System.Boolean)">
                    factors in damage dealt, hit rate, crit rate, and number of attacks (as in how above functions were calculated) to calculate actual damage dealt
                    *@param attacker The unit performing the attack
                    *@param defender The unit defending against the attack
                    *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated
        </member>
        <member name="T:Model.Fireball">
            <summary>
            Magic based weapon.
            </summary>
            This class represents a magic based weapon.
            It implements the Weapon interface.
        </member>
        <member name="M:Model.Fireball.#ctor">
                    Constructs a Fireball.
        </member>
        <member name="T:Model.GameState">
            <summary>
            This class holds states in the scope of the entire gameplay
            </summary>
        </member>
        <member name="P:Model.GameState.playableUnitSelected">
                    Sets and gets if a playable unit is selected
        </member>
        <member name="P:Model.GameState.selectedUnit">
                    Sets and gets a unit
        </member>
        <member name="P:Model.GameState.unitToAttack">
                    Sets and gets the unit to attack
        </member>
        <member name="P:Model.GameState.currentPlayer">
                    Sets and gets the current player
        </member>
        <member name="P:Model.GameState.enemyPlayer">
                    Sets and gets the enemy player
        </member>
        <member name="P:Model.GameState.dropDownMenuOpen">
                    Sets and gets whether drop down menu should be open
        </member>
        <member name="P:Model.GameState.attackConfirmOpen">
                    Sets and gets whether attackConfirm menu should be open
        </member>
        <member name="P:Model.GameState.beforeMove">
                    Sets and gets if a unit has moved yet or not. beforeMOve is true before unit moves, false after it moves. Used to determine what tiles are highlighted
        </member>
        <member name="T:Model.Graph">
            <summary>
            Structure that represents the game map.
            </summary>
            Programmatical representation of the map grid.
            Composed of Nodes that represent each tile on the grid.
        </member>
        <member name="P:Model.Graph.NumberOfNodes">
                    Returns the total number of nodes in the graph.
        </member>
        <member name="P:Model.Graph.Width">
                    Returns the width of the graph (by number of nodes).
        </member>
        <member name="P:Model.Graph.Height">
                    Returns the height of the graph (by number of nodes).
        </member>
        <member name="M:Model.Graph.#ctor(System.Int32,System.Int32)">
                    Creates a graph.
                        \param x Width of the graph.
                        \param y Height of the graph.
        </member>
        <member name="M:Model.Graph.getNode(System.Int32,System.Int32)">
                    Returns the node on the graph at the specified position (by nodes).
                        \param x X position of the node (by nodes).
                        \param y Y position of the node (by nodes).
        </member>
        <member name="M:Model.Graph.getNode(Microsoft.Xna.Framework.Vector2)">
                    Returns the node on the graph at the specified position (by pixel coordinates).
                       \param pixelCoordinates Pixel coordinates of the node, which contains the X coordinate and Y coordinate.
        </member>
        <member name="M:Model.Graph.getNode(System.Tuple{System.Int32,System.Int32})">
                    Returns the node on the graph at the specified position (by nodes).
                       \param position Position of the node, which contains the X position and Y position (by nodes).
        </member>
        <member name="M:Model.Graph.setNode(Model.Node,System.Int32,System.Int32)">
                    Sets the node at the specified position on the graph to the specified node.
                       \param node Node to set.
                       \param x X position of the node (by nodes).
                       \param y Y position of the node (by nodes).
        </member>
        <member name="T:Model.Node">
            <summary>
            Structure that represents a tile on the game map grid.
            </summary>
            Programmatical representation of a tile on the map grid.
            Holds information pertaining to the tile.
        </member>
        <member name="P:Model.Node.movabilityObstruction">
                    Index for hindrance of the movability of a unit.
                        The higher the index, the less a unit can move through the tile.
                        Set to 0 by default (no hindrance).
        </member>
        <member name="P:Model.Node.isObstacle">
                    Indicates whether a unit can stand inside the tile.
        </member>
        <member name="P:Model.Node.unitOnNode">
                    Gets and sets the unit that is on the node.
        </member>
        <member name="F:Model.Node.positionX">
                    X position of the node on the grid.
        </member>
        <member name="F:Model.Node.positionY">
                    Y position of the node on the grid.
        </member>
        <member name="M:Model.Node.#ctor(System.Int32,System.Int32)">
                    Creates a node.
                        \param x X position of the node on the graph (by node).
                        \param y Y position of the node on the graph (by node).
        </member>
        <member name="M:Model.Node.getPosition">
                    Returns the position of the node on the graph.
        </member>
        <member name="M:Model.Node.getPositionX">
                    Returns the X position of the node on the graph.
        </member>
        <member name="M:Model.Node.getPositionY">
                    Returns the Y position of the node on the graph.
        </member>
        <member name="M:Model.Node.isOccupied">
                    Indicates whether the node is occupied by a unit.
        </member>
        <member name="T:Model.Player">
            <summary>
            Represents a Player in the game.
            </summary>
            Holds information pertaining to a Player in the game.
        </member>
        <member name="M:Model.Player.#ctor">
                    Creates a player. Initializes a list of player owned units.
        </member>
        <member name="M:Model.Player.getUnits">
                    Returns all player owned units.
        </member>
        <member name="M:Model.Player.getNumOfUnits">
                    Returns the total number of player owned units.
        </member>
        <member name="M:Model.Player.ownsUnit(Model.Unit)">
                    Indicates whether the player owns the specified unit.
                        \param unit Specified unit.
        </member>
        <member name="M:Model.Player.addUnit(Model.Unit)">
                    Adds the specified unit to the player's units.
                        \param unit Unit to be added.
        </member>
        <member name="T:Model.Unit">
            <summary>
            Unit Interface for Warrior, Mage, and Archer 
            </summary>
                * This is the interface for the 3 playable unit classes, where the only
                differences in the units will be their statistics and graphical assets
        </member>
        <member name="P:Model.Unit.Alive">
                    Sets and returns whether or not unit is alive
        </member>
        <member name="P:Model.Unit.Hp">
                    Sets and returns a unit's HP
        </member>
        <member name="P:Model.Unit.Str">
                    Sets and returns a unit's Strength
        </member>
        <member name="P:Model.Unit.Int">
                    Sets and returns a unit's Intelliegence
        </member>
        <member name="P:Model.Unit.Skill">
                    Sets and returns a unit's Skill
        </member>
        <member name="P:Model.Unit.Speed">
                    Sets and returns a unit's Speed
        </member>
        <member name="P:Model.Unit.Def">
                    Sets and returns a unit's Defense
        </member>
        <member name="P:Model.Unit.Res">
                    Sets and returns a unit's Resistance
        </member>
        <member name="P:Model.Unit.Level">
                    Sets and returns a unit's Level
        </member>
        <member name="M:Model.Unit.getMovability">
                    Returns the unit's movability range on grid (number of spaces the unit can move in one turn)
        </member>
        <member name="M:Model.Unit.getStats">
                    returns all stats as an array
        </member>
        <member name="M:Model.Unit.setInitialStats">
                    sets initial unit stats upon creation
        </member>
        <member name="P:Model.Unit.equippedWeapon">
                    returns weapon the unit is currently equipping
        </member>
        <member name="M:Model.Unit.isButtonActive(View.ButtonType)">
                    indicates whether a button has already been previously selected or not
        </member>
        <member name="M:Model.Unit.setButtonCoordinates(Microsoft.Xna.Framework.Vector2)">
                    sets the coordinates of menu buttons
                    * @param pixelCoordinates The pixel coordinate of the button
        </member>
        <member name="M:Model.Unit.animate(Model.Direction)">
                    animate sprite walking the direction specified
                    * @param direction The direction the unit is moving in 
        </member>
        <member name="M:Model.Unit.getSpriteImage">
                    returns the sprite image of the unit
        </member>
        <member name="M:Model.Unit.getButtonImage(View.ButtonType)">
                    returns the button texture at index i
        </member>
        <member name="M:Model.Unit.getCharInfo">
                    returns the char info screen texture
        </member>
        <member name="M:Model.Unit.getCharAttackInfo">
                    returns the char attack info screen texture
        </member>
        <member name="P:Model.Unit.Position">
                    gets and sets unit's position by tile
        </member>
        <member name="P:Model.Unit.PixelCoordinates">
                    returns the pixel coordinate of the unit
        </member>
        <member name="M:Model.Unit.getButtons">
                    returns the dropdown menu buttons of the unit
        </member>
        <member name="M:Model.Unit.getButtonOfType(View.ButtonType)">
                    Returns the button type
                    * @param buttonType The button to return (Move, Attack, Item, Wait, and attack confirm)
        </member>
        <member name="M:Model.Unit.getCurrentFrame">
                    returns the current sprite frame in animation sequence
        </member>
        <member name="M:Model.Unit.getEquipableWeapons">
                    returns array of equipable weapons
        </member>
        <member name="M:Model.Unit.getClass">
                    returns unit's class (warrior, mage, archer)
        </member>
        <member name="T:Model.UnitType">
                defines the possible classes of a unit
        </member>
        <member name="T:Model.Warrior">
            <summary>
            The Warrior model class, extends Unit
            </summary>
        </member>
        <member name="P:Model.Warrior.Alive">
                    Sets and returns whether or not unit is alive
        </member>
        <member name="P:Model.Warrior.Hp">
                    Sets and returns a unit's HP
        </member>
        <member name="P:Model.Warrior.Speed">
                    Sets and returns a unit's Speed
        </member>
        <member name="P:Model.Warrior.Def">
                    Sets and returns a unit's Defense
        </member>
        <member name="P:Model.Warrior.Res">
                    Sets and returns a unit's Resistance
        </member>
        <member name="P:Model.Warrior.Level">
                    Sets and returns a unit's Level
        </member>
        <member name="P:Model.Warrior.equippedWeapon">
                    returns weapon the unit is currently equipping
        </member>
        <member name="M:Model.Warrior.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,View.Button,View.Button,View.Button,View.Button,View.Button,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Int32)">
            The constructor for Unit Warrior
            @param spriteImage The character sprite
            @param attackButton The dropdownmenu attack button texture
            @param moveButton The dropdownmenu move button texture
            @param itemButton The dropdownmenu item button texture
            @param waitButton The dropdownmenu wait button texture
            @param confirmButton The attack confirm button texture
            @param charInfo The character info popup texture
            @param charAttackInfo The character attack menu popup texture
            @param coordinates The unit's current coordinate on screen
            @param player The player of which the unit belongs to
        </member>
        <member name="M:Model.Warrior.getMovability">
                    Returns the unit's movability range on grid (number of spaces the unit can move in one turn)
        </member>
        <member name="M:Model.Warrior.getStats">
                    returns all stats as an array
        </member>
        <member name="M:Model.Warrior.getClass">
                    returns unit's class (warrior, mage, archer)
        </member>
        <member name="M:Model.Warrior.getSpriteImage">
                    returns the sprite image of the unit
        </member>
        <member name="M:Model.Warrior.getButtonImage(View.ButtonType)">
                    returns the button texture at index i
        </member>
        <member name="M:Model.Warrior.isButtonActive(View.ButtonType)">
                    indicates whether a button has already been previously selected or not
        </member>
        <member name="M:Model.Warrior.getCharInfo">
                    returns the char info screen texture
        </member>
        <member name="M:Model.Warrior.getCharAttackInfo">
                    returns the char attack info screen texture
        </member>
        <member name="P:Model.Warrior.Position">
                    gets and sets unit's position by tile
        </member>
        <member name="P:Model.Warrior.PixelCoordinates">
                    returns the pixel coordinate of the unit
                    \n sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate)
        </member>
        <member name="M:Model.Warrior.getButtons">
                    returns the dropdown menu buttons of the unit
        </member>
        <member name="M:Model.Warrior.getButtonOfType(View.ButtonType)">
                    Returns the button type
                    * @param buttonType The button to return (Move, Attack, Item, Wait, and attack confirm)
        </member>
        <member name="M:Model.Warrior.setButtonCoordinates(Microsoft.Xna.Framework.Vector2)">
                    sets the coordinates of menu buttons
                    * @param pixelCoordinates The pixel coordinate of the button
        </member>
        <member name="M:Model.Warrior.getCurrentFrame">
                    returns the current sprite frame in animation sequence
        </member>
        <member name="M:Model.Warrior.animate(Model.Direction)">
                    animate sprite walking the direction specified
                    * @param direction The direction the unit is moving in 
        </member>
        <member name="T:Model.Weapon">
            <summary>
            Weapon Interface to be implemented when creating new weapons.
            </summary>
            This is the interface to be used when creating new weapons.
            The only differences in weapons will be their statistics.
        </member>
        <member name="P:Model.Weapon.name">
                    Returns the name of the weapon.
        </member>
        <member name="P:Model.Weapon.modStr">
                    Returns the weapon strength.
        </member>
        <member name="P:Model.Weapon.modInt">
                    Returns the weapon intelligence.
        </member>
        <member name="P:Model.Weapon.modSkill">
                    Returns the weapon skill.
        </member>
        <member name="P:Model.Weapon.range">
                    Return the range of the weapon, where range[minimum range, maximum range].
        </member>
        <member name="T:Controller.GameFunction">
            <summary>
            Contains functions pertaining to the general game.
            </summary>
            This class holds useable functions in the scope of the entire gameplay.
        </member>
        <member name="M:Controller.GameFunction.isAnEnemyUnitInRange(Model.Graph,Model.Unit)">
                    Returns whether an enemy unit is in range of the specified unit.
                        \param graph Graph representing the current game map.
                        \param unit Unit to find enemies for.
        </member>
        <member name="M:Controller.GameFunction.isEnemyUnitInRange(Model.Graph,Model.Unit,Model.Unit)">
                    Returns whether or not the specified enemy unit is within attack range of the specified unit.
                        \param graph Graph representing the current game map.
                        \param unit Specified playable unit.
                        \param enemyUnit Specified enemy unit.
        </member>
        <member name="M:Controller.GameFunction.startTurn(Model.Player)">
                    Must be called upon the start of a new turn. Resets all unit buttons and game states.
                        \param player Player of the new turn.
        </member>
        <member name="M:Controller.GameFunction.enemyUnitsInRange(Model.Graph,Model.Unit)">
                    Returns all enemy units in strict attack range of the specified unit.
                        \param graph Graph representing the current game map.
                        \param unit Unit to find enemy units for.
        </member>
        <member name="M:Controller.GameFunction.hasUnitFinishedActions(Model.Unit)">
                    Returns whether or not the specified unit can perform actions.
                        \param unit Specified unit.
        </member>
        <member name="M:Controller.GameFunction.isTurnOver">
                    Returns whether or not the current turn is over.
        </member>
        <member name="M:Controller.GameFunction.isGameOver">
                    Returns whether or not the game is over, based off win conditions.
        </member>
        <member name="M:Controller.GameFunction.isNodeAttackable(Model.UnitType,System.Int32,System.Int32,Model.Node)">
                    Checks whether or not a specified node is attackable based on the unit's class and position.
                        \param unitType The class of the unit.
                        \param unitX The x coordinate of the unit (by nodes).
                        \param unitY The y coordinate of the unit (by nodes).
                        \param attackNode The specified attack node.
        </member>
        <member name="M:Controller.GameFunction.setMovableNodes(Model.Graph,Model.Unit)">
                    Returns a list of nodes that the unit can move onto.
                        \param graph Graph representing the current game map.
                        \param Specified unit.
        </member>
        <member name="M:Controller.GameFunction.getAttackableNodes(Model.Graph,Model.Unit)">
                    Returns a list of nodes that the unit can perform an attack on. Assumes the unit has not yet moved.
                        \param graph Graph representing the current game map.
                        \param unit Specfied unit.
        </member>
        <member name="M:Controller.GameFunction.getAttackRangeAfterMoving(Model.Graph,Model.Unit)">
                    Returns whether or not the specified enemy unit is within attack range of the specified unit. Assumes the unit has already moved.
                        \param graph Graph representing the current game map.
                        \param Specified unit.
        </member>
        <member name="M:Controller.GameFunction.pathFinder(Model.Graph,Model.Unit,Model.Node,Model.Node)">
                    Returns a list of nodes representing the path from start node to end node; if not path is valid, return null.
                        \param graph Graph representing the current game map.
                        \param unit Unit to move.
                        \param start Start Node of the path.
                        \param end End Node of the path
        </member>
        <member name="M:Controller.GameFunction.getAdjacentNodes(Model.Graph,Model.Node)">
                    Returns moveable adjacent nodes of the specified node. Used for BFS path finding.
                        \param graph Graph representing the current game map.
                        \param Node to get moveable adjacent nodes of.
        </member>
        <member name="T:Controller.MouseHandler">
            <summary>
            Handles all user mouse input.
            </summary>
            This class performs appropriate actions in response to user mouse input.
        </member>
        <member name="M:Controller.MouseHandler.updateMouse(Model.Graph)">
                    Performs appropriate actions in response to mouse input.
                        \param graph Graph representing the current game map.
        </member>
        <member name="M:Controller.MouseHandler.setSelectedUnit(Model.Unit,System.Boolean)">
                    Sets selection of unit state inside GameState.
                        \param unit Unit to set selection of.
                        \param selected Indicates whether or not a selection is occuring.
        </member>
        <member name="M:Controller.MouseHandler.getUnitOnNodeClicked(Model.Node,Microsoft.Xna.Framework.Vector2,Model.Player)">
                    If unit exists where user clicked (that belongs to player), return it; else, return null.
                        \param clickedNode Node where user has clicked.
                        \param positionClicked position (by node) of where the user has clicked.
                        \param player Player that is currently moving.
        </member>
        <member name="M:Controller.MouseHandler.updateUnitPosition(Model.Graph,Microsoft.Xna.Framework.Vector2,System.Collections.Generic.LinkedList{Model.Node})">
                    Updates the unit's position to the clicked position.
                        \param graph Graph representing the current game map.
                        \param position Position (by node) to move the unit to.
                        \param path Path to move the unit along.
        </member>
        <member name="M:Controller.Program.Main(System.String[])">
            <summary>
            The main entry point for the application.
            </summary>
        </member>
        <member name="T:Controller.Game">
            <summary>
            Main Controller for game
            </summary>
        </member>
        <member name="M:Controller.Game.Initialize">
                    initializes game
        </member>
        <member name="M:Controller.Game.LoadContent">
                    loads required textures and values for starting game
        </member>
        <member name="M:Controller.Game.Update(Microsoft.Xna.Framework.GameTime)">
                    Updates game in real time - 60fps
        </member>
        <member name="M:Controller.Game.Draw(Microsoft.Xna.Framework.GameTime)">
                    draws the game as it updates
        </member>
        <member name="T:View.HowToPlay">
            <summary>
            How to Play Menu
            </summary>
        </member>
        <member name="M:View.HowToPlay.#ctor">
                    Constructor for HowToPlay window
        </member>
        <member name="M:View.HowToPlay.Exit_Click(System.Object,System.EventArgs)">
                    checks if user clicks quit
                    * @params sender the object to check
                    * @params e The event to check for
        </member>
        <member name="M:View.HowToPlay.setQuitFalse">
                    checks if Game State is no longer inside How To Play
        </member>
        <member name="M:View.HowToPlay.getQuit">
                    returns if quit button is currently clicked
        </member>
        <member name="M:View.HowToPlay.next_Click(System.Object,System.EventArgs)">
                    checks if user clicks quit
                    * @params sender the object to check
                    * @params e The event to check for
        </member>
        <member name="M:View.HowToPlay.setNextFalse">
                    checks if Game State is no longer inside How To Play
        </member>
        <member name="M:View.HowToPlay.getNext">
                    returns if quit button is currently clicked
        </member>
        <member name="F:View.HowToPlay.components">
            <summary>
            Required designer variable.
            </summary>
        </member>
        <member name="M:View.HowToPlay.Dispose(System.Boolean)">
            <summary>
            Clean up any resources being used.
            </summary>
            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        </member>
        <member name="M:View.HowToPlay.InitializeComponent">
            <summary>
            Required method for Designer support - do not modify
            the contents of this method with the code editor.
            </summary>
        </member>
        <member name="T:View.HowToPlay2">
            <summary>
            How to Play Menu 2 is opened with next is clicked on How to Play Menu
            </summary>
        </member>
        <member name="M:View.HowToPlay2.#ctor">
                    Constructor for HowToPlay window
        </member>
        <member name="M:View.HowToPlay2.Exit_Click(System.Object,System.EventArgs)">
                    checks if user clicks quit
                    * @params sender the object to check
                    * @params e The event to check for
        </member>
        <member name="M:View.HowToPlay2.setQuitFalse">
                    checks if Game State is no longer inside How To Play
        </member>
        <member name="M:View.HowToPlay2.getQuit">
                    returns if quit button is currently clicked
        </member>
        <member name="M:View.HowToPlay2.next_Click(System.Object,System.EventArgs)">
                    checks if user clicks quit
                    * @params sender the object to check
                    * @params e The event to check for
        </member>
        <member name="M:View.HowToPlay2.setNextFalse">
                    checks if Game State is no longer inside How To Play
        </member>
        <member name="M:View.HowToPlay2.getNext">
                    returns if quit button is currently clicked
        </member>
        <member name="F:View.HowToPlay2.components">
            <summary>
            Required designer variable.
            </summary>
        </member>
        <member name="M:View.HowToPlay2.Dispose(System.Boolean)">
            <summary>
            Clean up any resources being used.
            </summary>
            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        </member>
        <member name="M:View.HowToPlay2.InitializeComponent">
            <summary>
            Required method for Designer support - do not modify
            the contents of this method with the code editor.
            </summary>
        </member>
        <member name="F:View.HowToPlay3.quit">
            <summary>
            How to Play Menu 3 is opened with next is clicked on How to Play Menu 2
            </summary>
        </member>
        <member name="M:View.HowToPlay3.#ctor">
                    Constructor for HowToPlay window
        </member>
        <member name="M:View.HowToPlay3.Exit_Click(System.Object,System.EventArgs)">
                    checks if user clicks quit
                    * @params sender the object to check
                    * @params e The event to check for
        </member>
        <member name="M:View.HowToPlay3.setQuitFalse">
                    checks if Game State is no longer inside How To Play
        </member>
        <member name="M:View.HowToPlay3.getQuit">
                    returns if quit button is currently clicked
        </member>
        <member name="F:View.HowToPlay3.components">
            <summary>
            Required designer variable.
            </summary>
        </member>
        <member name="M:View.HowToPlay3.Dispose(System.Boolean)">
            <summary>
            Clean up any resources being used.
            </summary>
            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        </member>
        <member name="M:View.HowToPlay3.InitializeComponent">
            <summary>
            Required method for Designer support - do not modify
            the contents of this method with the code editor.
            </summary>
        </member>
        <member name="F:View.MainMenu.components">
            <summary>
            Required designer variable.
            </summary>
        </member>
        <member name="M:View.MainMenu.Dispose(System.Boolean)">
            <summary>
            Clean up any resources being used.
            </summary>
            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        </member>
        <member name="M:View.MainMenu.InitializeComponent">
            <summary>
            Required method for Designer support - do not modify
            the contents of this method with the code editor.
            </summary>
        </member>
        <member name="T:View.Button">
            <summary>
            Buttons for the drop down menu buttons when selecting units
            </summary>
        </member>
        <member name="M:View.Button.#ctor(View.ButtonType,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Texture2D)">
                    Constructor for button
                    * @param type Which button type
                    * @param coordinates The pixel coordinate of the button
                    * @param image The texture for the button
        </member>
        <member name="M:View.Button.getPixelCoordinates">
                    Returns the pixel coordinate of the button
        </member>
        <member name="M:View.Button.getButtonType">
                    Returns the button type
        </member>
        <member name="M:View.Button.getImage">
                    Returns the button image
        </member>
        <member name="M:View.Button.setPixelCoordinates(System.Int32,System.Int32)">
                    Sets the pixelCoordinate
                    * @param x The x coordinate of the button
                    * @param y the y coordinate of the button
        </member>
        <member name="T:View.ButtonType">
                Enumerated list for the possible button types
        </member>
        <member name="T:Blaze_Brigade.Resource1">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2archer">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2archer_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2archer_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2mage">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2mage_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2mage_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2warrior">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2warrior_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1._2warrior_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.archer">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.archer_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.archer_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.attack_confirm">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.attackableNode">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.confirm_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.Game_Map">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.instructions1">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.instructions2">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.instructions3">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.items">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.mage">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.mage_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.mage_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.MenuImage">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.move">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.moveableNode">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.wait">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.warrior">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.warrior_attack">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
        <member name="P:Blaze_Brigade.Resource1.warrior_stats">
            <summary>
              Looks up a localized resource of type System.Drawing.Bitmap.
            </summary>
        </member>
    </members>
</doc>