Méthode | Description | |
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Advance ( ) : void | ||
Bump ( ) : void | ||
Bump ( Enumeration priority ) : void | ||
Bump ( Enumeration priority, Enumeration reverse ) : void | ||
Burned ( Enumeration priority ) : void | ||
CheckItemOnFloor ( ) : void | ||
ClimbDown ( ) : void | ||
ClimbFail ( ) : void | ||
ClimbUp ( ) : void | ||
Crawl ( ) : void | ||
Crouch ( ) : void | ||
Crouch ( Enumeration priority ) : void | ||
Crouch ( Enumeration priority, System |
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Crouch ( Enumeration priority, System |
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Crouch ( System |
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Draw ( |
Draws the animated player.
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DrinkPotion ( ) : void | ||
DrinkPotionBig ( ) : void | ||
Engarde ( ) : void | ||
Engarde ( Enumeration priority, System |
||
Engarde ( Enumeration priority, System |
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Engarde ( System |
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GoDown ( ) : void | ||
GoDown ( Enumeration priority ) : void | ||
GoDown ( Enumeration priority, Vector2 offSet ) : void | ||
GoDown ( Vector2 offSet ) : void | ||
HandleCollisionsNew ( ) : void | ||
Hang ( ) : void | ||
HangDrop ( ) : void | ||
HighJump ( ) : void | ||
Impale ( ) : void | ||
Impale ( Enumeration priority ) : void | ||
JumpHangLong ( ) : void | ||
JumpHangMed ( ) : void | ||
OnReachedExit ( ) : void |
Called when this player reaches the level's exit.
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ParseInput ( Enumeration input ) : void | ||
PickupSword ( ) : void | ||
Player ( |
Constructors a new player.
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Question ( ) : void | ||
RJumpFall ( ) : void | ||
RJumpFall ( Enumeration priority ) : void | ||
RJumpFall ( Enumeration priority, Enumeration reverse ) : void | ||
Reset ( SpriteEffects spriteeffect ) : void | ||
Reset ( Vector2 position, SpriteEffects spriteEffect ) : void |
Resets the player to life.
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Retreat ( ) : void | ||
RunJump ( ) : void | ||
RunStop ( ) : void | ||
RunStop ( Enumeration priority ) : void | ||
RunTurn ( ) : void | ||
Stand ( ) : void | ||
Stand ( Enumeration priority ) : void | ||
Stand ( Enumeration priority, System |
||
Stand ( bool stoppable ) : void | ||
StandJump ( ) : void | ||
StandJump ( Enumeration priority ) : void | ||
StandUp ( ) : void | ||
StandUp ( Enumeration priority ) : void | ||
Start ( Vector2 position ) : void |
Start position the player to life.
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StartLevel ( |
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StartRunning ( ) : void | ||
StepFall ( ) : void | ||
StepFall ( Enumeration priority ) : void | ||
StepFall ( Enumeration priority, Vector2 offSet ) : void | ||
StepForward ( ) : void | ||
Stoop ( ) : void | ||
Stoop ( Enumeration priority ) : void | ||
Stoop ( Enumeration priority, Vector2 offSet ) : void | ||
Stoop ( Vector2 offSet ) : void | ||
Strike ( ) : void | ||
Strike ( Enumeration priority ) : void | ||
Turn ( ) : void | ||
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. |
Méthode | Description | |
---|---|---|
GetInput ( |
Gets player horizontal movement and jump commands from input.
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IsDownOfBlock ( bool isForClimbDown ) : System.Nullable |
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IsFrontOfBlock ( bool isForHang ) : System.Nullable |
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LoadContent ( ) : void |
Loads the player sprite sheet and sounds.
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isBehind ( |
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isClimbable ( ) : Enumeration.State |
Remnber: for example the top gate is x=3 y=1 first row bottom = 2 the top row = 0..
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isClimbableDown ( ) : bool | ||
isLoosable ( ) : bool |
public Bump ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Bump ( Enumeration priority, Enumeration reverse ) : void | ||
priority | Enumeration | |
reverse | Enumeration | |
Résultat | void |
public Burned ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Crouch ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Crouch ( Enumeration priority, System |
||
priority | Enumeration | |
stoppable | System |
|
Résultat | void |
public Crouch ( Enumeration priority, System |
||
priority | Enumeration | |
stoppable | System |
|
offset | Vector2 | |
Résultat | void |
public Draw ( |
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gameTime | ||
spriteBatch | ||
Résultat | void |
public Engarde ( Enumeration priority, System |
||
priority | Enumeration | |
stoppable | System |
|
Résultat | void |
public Engarde ( Enumeration priority, System |
||
priority | Enumeration | |
stoppable | System |
|
offset | Vector2 | |
Résultat | void |
public GoDown ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public GoDown ( Enumeration priority, Vector2 offSet ) : void | ||
priority | Enumeration | |
offSet | Vector2 | |
Résultat | void |
public Impale ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public ParseInput ( Enumeration input ) : void | ||
input | Enumeration | |
Résultat | void |
public Player ( |
||
room | ||
position | Vector2 | |
roomcoords | Point | |
GraphicsDevice__1 | GraphicsDevice | |
spriteEffect | SpriteEffects | |
Résultat | System |
public RJumpFall ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public RJumpFall ( Enumeration priority, Enumeration reverse ) : void | ||
priority | Enumeration | |
reverse | Enumeration | |
Résultat | void |
public Reset ( SpriteEffects spriteeffect ) : void | ||
spriteeffect | SpriteEffects | |
Résultat | void |
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void | ||
position | Vector2 | The position to come to life at. |
spriteEffect | SpriteEffects | |
Résultat | void |
public RunStop ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Stand ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Stand ( Enumeration priority, System |
||
priority | Enumeration | |
stoppable | System |
|
Résultat | void |
public StandJump ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public StandUp ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Start ( Vector2 position ) : void | ||
position | Vector2 | The position to come to life at. |
Résultat | void |
public StepFall ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public StepFall ( Enumeration priority, Vector2 offSet ) : void | ||
priority | Enumeration | |
offSet | Vector2 | |
Résultat | void |
public Stoop ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Stoop ( Enumeration priority, Vector2 offSet ) : void | ||
priority | Enumeration | |
offSet | Vector2 | |
Résultat | void |
public Strike ( Enumeration priority ) : void | ||
priority | Enumeration | |
Résultat | void |
public Update ( |
||
gameTime | ||
keyboardState | ||
gamePadState | ||
touchState | TouchCollection | |
accelState | AccelerometerState | |
orientation | DisplayOrientation | |
Résultat | void |