Method | Description | |
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ApplyPhysics ( |
Updates the player's velocity and position based on input, gravity, etc.
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Draw ( |
Draws the animated player.
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EnterLevel ( Platformer.Level level ) : void | ||
GotoLevel ( int levelIndex ) : void | ||
LoadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void |
Loads the player sprite sheet and sounds.
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OnKilled ( ) : void |
Called when the player has been killed.
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OnKilled ( String killedBy ) : void | ||
OnKilled ( String killedBy, DeathType killedType ) : void | ||
OnReachedExit ( ) : void |
Called when this player reaches the level's exit.
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Player ( Microsoft.Xna.Framework.Content.ContentManager content, Vector2 position, DynamicMap dynamicMap ) : System |
Constructors a new player.
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Reset ( Vector2 position ) : void |
Resets the player to life.
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Update ( |
Handles input, performs physics, and animates the player sprite. We pass in all of the input states so that our game is only polling the hardware once per frame. We also pass the game's orientation because when using the accelerometer, we need to reverse our motion when the orientation is in the LandscapeRight orientation. |
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getPosition ( ) : Vector2 |
Method | Description | |
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DoJump ( float velocityY, |
Calculates the Y velocity accounting for jumping and animates accordingly. During the accent of a jump, the Y velocity is completely overridden by a power curve. During the decent, gravity takes over. The jump velocity is controlled by the jumpTime field which measures time into the accent of the current jump. |
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GetInput ( |
Gets player horizontal movement and jump commands from input.
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HandleCollisions ( ) : void |
Detects and resolves all collisions between the player and his neighboring tiles. When a collision is detected, the player is pushed away along one axis to prevent overlapping. There is some special logic for the Y axis to handle platforms which behave differently depending on direction of movement.
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IsAlignedToLadder ( ) : bool |
Makes sure that the player is aligned to the center of a ladder piece We may not want this, allow for horizontal ladder movement?
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checkFallDamage ( ) : void |
Checks how far (if at all) the player has fallen. If the player has fallen to far, the player is killed, otherwise the player survives
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idle ( ) : void |
public ApplyPhysics ( |
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gameTime | ||
return | void |
public Draw ( |
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gameTime | ||
spriteBatch | ||
return | void |
public EnterLevel ( Platformer.Level level ) : void | ||
level | Platformer.Level | |
return | void |
public LoadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | |
return | void |
public OnKilled ( String killedBy, DeathType killedType ) : void | ||
killedBy | String | |
killedType | DeathType | |
return | void |
public Player ( Microsoft.Xna.Framework.Content.ContentManager content, Vector2 position, DynamicMap dynamicMap ) : System | ||
content | Microsoft.Xna.Framework.Content.ContentManager | |
position | Vector2 | |
dynamicMap | DynamicMap | |
return | System |
public Reset ( Vector2 position ) : void | ||
position | Vector2 | The position to come to life at. |
return | void |
public Update ( |
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gameTime | ||
keyboardState | ||
gamePadState | ||
touchState | TouchCollection | |
accelState | AccelerometerState | |
orientation | DisplayOrientation | |
inputManager | ||
return | void |