C# Class Source.Collisions.Player

A player uses a rectangle for collisions
Inheritance: Polygon
Afficher le fichier Open project: HarkerGameDev/TheGame Class Usage Examples

Méthodes publiques

Свойство Type Description
AbilityOneTime float
Alive bool
AttackTime float
Checkpoints int
CloneTime float
ClonedPlayer AI
CurrentCharacter Character
CurrentState State
Flip SpriteEffects
GrappleRight bool
GrappleTarget Vector2
HookedLocation Vector2
HookedPlayer Player
JetpackEnabled bool
JetpackTime float
JumpSpeed float
JumpTime float
JumpsLeft int
MaxVelocity float
Node LinkedListNode
Place int
PlatformTime float
PrevJump bool
PrevStates Vector2>>.List
Progress float
Projectiles List
Score int
ShowSmear bool
SlideEmitter Source.Graphics.ParticleEmitter
SpawnedPlatform Platform
Sprite Source.Graphics.AnimatedSprite
StunTime float
TargetRadius float
TargetVelocity Direction
WallJump Direction

Méthodes publiques

Méthode Description
Draw ( SpriteBatch spriteBatch ) : void
Kill ( ) : void
Player ( Microsoft.Xna.Framework.Graphics.Texture2D texture, Vector2 position, Character character, LinkedListNode checkpoint ) : System
Reset ( ) : void
ResetValues ( ) : void
Update ( float deltaTime ) : void

This method is pretty much like an update() function for the player body since it is called every tick

Private Methods

Méthode Description
DrawLine ( SpriteBatch spriteBatch, Vector2 start, Vector2 end, float height, Color color ) : void

Method Details

Draw() public méthode

public Draw ( SpriteBatch spriteBatch ) : void
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
Résultat void

Kill() public méthode

public Kill ( ) : void
Résultat void

Player() public méthode

public Player ( Microsoft.Xna.Framework.Graphics.Texture2D texture, Vector2 position, Character character, LinkedListNode checkpoint ) : System
texture Microsoft.Xna.Framework.Graphics.Texture2D
position Vector2
character Character
checkpoint LinkedListNode
Résultat System

Reset() public méthode

public Reset ( ) : void
Résultat void

ResetValues() public méthode

public ResetValues ( ) : void
Résultat void

Update() public méthode

This method is pretty much like an update() function for the player body since it is called every tick
public Update ( float deltaTime ) : void
deltaTime float
Résultat void

Property Details

AbilityOneTime public_oe property

public float AbilityOneTime
Résultat float

Alive public_oe property

public bool Alive
Résultat bool

AttackTime public_oe property

public float AttackTime
Résultat float

Checkpoints public_oe property

public int Checkpoints
Résultat int

CloneTime public_oe property

public float CloneTime
Résultat float

ClonedPlayer public_oe property

public AI ClonedPlayer
Résultat AI

CurrentCharacter public_oe property

public Character CurrentCharacter
Résultat Character

CurrentState public_oe property

public State CurrentState
Résultat State

Flip public_oe property

public SpriteEffects Flip
Résultat SpriteEffects

GrappleRight public_oe property

public bool GrappleRight
Résultat bool

GrappleTarget public_oe property

public Vector2 GrappleTarget
Résultat Vector2

HookedLocation public_oe property

public Vector2 HookedLocation
Résultat Vector2

HookedPlayer public_oe property

public Player,Source.Collisions HookedPlayer
Résultat Player

JetpackEnabled public_oe property

public bool JetpackEnabled
Résultat bool

JetpackTime public_oe property

public float JetpackTime
Résultat float

JumpSpeed public_oe property

public float JumpSpeed
Résultat float

JumpTime public_oe property

public float JumpTime
Résultat float

JumpsLeft public_oe property

public int JumpsLeft
Résultat int

MaxVelocity public_oe property

public float MaxVelocity
Résultat float

Node public_oe property

public LinkedListNode Node
Résultat LinkedListNode

Place public_oe property

public int Place
Résultat int

PlatformTime public_oe property

public float PlatformTime
Résultat float

PrevJump public_oe property

public bool PrevJump
Résultat bool

PrevStates public_oe property

public List> PrevStates
Résultat Vector2>>.List

Progress public_oe property

public float Progress
Résultat float

Projectiles public_oe property

public List Projectiles
Résultat List

Score public_oe property

public int Score
Résultat int

ShowSmear public_oe property

public bool ShowSmear
Résultat bool

SlideEmitter public_oe property

public ParticleEmitter,Source.Graphics SlideEmitter
Résultat Source.Graphics.ParticleEmitter

SpawnedPlatform public_oe property

public Platform SpawnedPlatform
Résultat Platform

Sprite public_oe property

public AnimatedSprite,Source.Graphics Sprite
Résultat Source.Graphics.AnimatedSprite

StunTime public_oe property

public float StunTime
Résultat float

TargetRadius public_oe property

public float TargetRadius
Résultat float

TargetVelocity public_oe property

public Direction TargetVelocity
Résultat Direction

WallJump public_oe property

public Direction WallJump
Résultat Direction