C# Class PrinceGame.Player

Inheritance: Sprite
Mostra file Open project: salvadorc17/Prince-Monogame

Public Methods

Method Description
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 stoppable ) : void
Crouch ( Enumeration priority, System stoppable, Vector2 offset ) : void
Crouch ( System stoppable ) : void
Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void

Draws the animated player.

DrinkPotion ( ) : void
DrinkPotionBig ( ) : void
Engarde ( ) : void
Engarde ( Enumeration priority, System stoppable ) : void
Engarde ( Enumeration priority, System stoppable, Vector2 offset ) : void
Engarde ( System stoppable ) : void
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.

ParseInput ( Enumeration input ) : void
PickupSword ( ) : void
Player ( RoomNew room, Vector2 position, Point roomcoords, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System

Constructors a new player.

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.

Retreat ( ) : void
RunJump ( ) : void
RunStop ( ) : void
RunStop ( Enumeration priority ) : void
RunTurn ( ) : void
Stand ( ) : void
Stand ( Enumeration priority ) : void
Stand ( Enumeration priority, System stoppable ) : void
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.

StartLevel ( RoomNew room ) : void
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 ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void

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.

Private Methods

Method Description
GetInput ( KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : Enumeration.Input

Gets player horizontal movement and jump commands from input.

IsDownOfBlock ( bool isForClimbDown ) : System.Nullable
IsFrontOfBlock ( bool isForHang ) : System.Nullable
LoadContent ( ) : void

Loads the player sprite sheet and sounds.

isBehind ( Rectangle tileBounds, Rectangle playerBounds ) : bool
isClimbable ( ) : Enumeration.State

Remnber: for example the top gate is x=3 y=1 first row bottom = 2 the top row = 0..

isClimbableDown ( ) : bool
isLoosable ( ) : bool

Method Details

Advance() public method

public Advance ( ) : void
return void

Bump() public method

public Bump ( ) : void
return void

Bump() public method

public Bump ( Enumeration priority ) : void
priority Enumeration
return void

Bump() public method

public Bump ( Enumeration priority, Enumeration reverse ) : void
priority Enumeration
reverse Enumeration
return void

Burned() public method

public Burned ( Enumeration priority ) : void
priority Enumeration
return void

CheckItemOnFloor() public method

public CheckItemOnFloor ( ) : void
return void

ClimbDown() public method

public ClimbDown ( ) : void
return void

ClimbFail() public method

public ClimbFail ( ) : void
return void

ClimbUp() public method

public ClimbUp ( ) : void
return void

Crawl() public method

public Crawl ( ) : void
return void

Crouch() public method

public Crouch ( ) : void
return void

Crouch() public method

public Crouch ( Enumeration priority ) : void
priority Enumeration
return void

Crouch() public method

public Crouch ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Crouch() public method

public Crouch ( Enumeration priority, System stoppable, Vector2 offset ) : void
priority Enumeration
stoppable System
offset Vector2
return void

Crouch() public method

public Crouch ( System stoppable ) : void
stoppable System
return void

Draw() public method

Draws the animated player.
public Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
return void

DrinkPotion() public method

public DrinkPotion ( ) : void
return void

DrinkPotionBig() public method

public DrinkPotionBig ( ) : void
return void

Engarde() public method

public Engarde ( ) : void
return void

Engarde() public method

public Engarde ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Engarde() public method

public Engarde ( Enumeration priority, System stoppable, Vector2 offset ) : void
priority Enumeration
stoppable System
offset Vector2
return void

Engarde() public method

public Engarde ( System stoppable ) : void
stoppable System
return void

GoDown() public method

public GoDown ( ) : void
return void

GoDown() public method

public GoDown ( Enumeration priority ) : void
priority Enumeration
return void

GoDown() public method

public GoDown ( Enumeration priority, Vector2 offSet ) : void
priority Enumeration
offSet Vector2
return void

GoDown() public method

public GoDown ( Vector2 offSet ) : void
offSet Vector2
return void

HandleCollisionsNew() public method

public HandleCollisionsNew ( ) : void
return void

Hang() public method

public Hang ( ) : void
return void

HangDrop() public method

public HangDrop ( ) : void
return void

HighJump() public method

public HighJump ( ) : void
return void

Impale() public method

public Impale ( ) : void
return void

Impale() public method

public Impale ( Enumeration priority ) : void
priority Enumeration
return void

JumpHangLong() public method

public JumpHangLong ( ) : void
return void

JumpHangMed() public method

public JumpHangMed ( ) : void
return void

OnReachedExit() public method

Called when this player reaches the level's exit.
public OnReachedExit ( ) : void
return void

ParseInput() public method

public ParseInput ( Enumeration input ) : void
input Enumeration
return void

PickupSword() public method

public PickupSword ( ) : void
return void

Player() public method

Constructors a new player.
public Player ( RoomNew room, Vector2 position, Point roomcoords, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System
room RoomNew
position Vector2
roomcoords Point
GraphicsDevice__1 GraphicsDevice
spriteEffect SpriteEffects
return System

Question() public method

public Question ( ) : void
return void

RJumpFall() public method

public RJumpFall ( ) : void
return void

RJumpFall() public method

public RJumpFall ( Enumeration priority ) : void
priority Enumeration
return void

RJumpFall() public method

public RJumpFall ( Enumeration priority, Enumeration reverse ) : void
priority Enumeration
reverse Enumeration
return void

Reset() public method

public Reset ( SpriteEffects spriteeffect ) : void
spriteeffect SpriteEffects
return void

Reset() public method

Resets the player to life.
public Reset ( Vector2 position, SpriteEffects spriteEffect ) : void
position Vector2 The position to come to life at.
spriteEffect SpriteEffects
return void

Retreat() public method

public Retreat ( ) : void
return void

RunJump() public method

public RunJump ( ) : void
return void

RunStop() public method

public RunStop ( ) : void
return void

RunStop() public method

public RunStop ( Enumeration priority ) : void
priority Enumeration
return void

RunTurn() public method

public RunTurn ( ) : void
return void

Stand() public method

public Stand ( ) : void
return void

Stand() public method

public Stand ( Enumeration priority ) : void
priority Enumeration
return void

Stand() public method

public Stand ( Enumeration priority, System stoppable ) : void
priority Enumeration
stoppable System
return void

Stand() public method

public Stand ( bool stoppable ) : void
stoppable bool
return void

StandJump() public method

public StandJump ( ) : void
return void

StandJump() public method

public StandJump ( Enumeration priority ) : void
priority Enumeration
return void

StandUp() public method

public StandUp ( ) : void
return void

StandUp() public method

public StandUp ( Enumeration priority ) : void
priority Enumeration
return void

Start() public method

Start position the player to life.
public Start ( Vector2 position ) : void
position Vector2 The position to come to life at.
return void

StartLevel() public method

public StartLevel ( RoomNew room ) : void
room RoomNew
return void

StartRunning() public method

public StartRunning ( ) : void
return void

StepFall() public method

public StepFall ( ) : void
return void

StepFall() public method

public StepFall ( Enumeration priority ) : void
priority Enumeration
return void

StepFall() public method

public StepFall ( Enumeration priority, Vector2 offSet ) : void
priority Enumeration
offSet Vector2
return void

StepForward() public method

public StepForward ( ) : void
return void

Stoop() public method

public Stoop ( ) : void
return void

Stoop() public method

public Stoop ( Enumeration priority ) : void
priority Enumeration
return void

Stoop() public method

public Stoop ( Enumeration priority, Vector2 offSet ) : void
priority Enumeration
offSet Vector2
return void

Stoop() public method

public Stoop ( Vector2 offSet ) : void
offSet Vector2
return void

Strike() public method

public Strike ( ) : void
return void

Strike() public method

public Strike ( Enumeration priority ) : void
priority Enumeration
return void

Turn() public method

public Turn ( ) : void
return void

Update() public method

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.
public Update ( GameTime gameTime, KeyboardState keyboardState, GamePadState gamePadState, TouchCollection touchState, AccelerometerState accelState, DisplayOrientation orientation ) : void
gameTime Microsoft.Xna.Framework.GameTime
keyboardState Microsoft.Xna.Framework.Input.KeyboardState
gamePadState Microsoft.Xna.Framework.Input.GamePadState
touchState TouchCollection
accelState AccelerometerState
orientation DisplayOrientation
return void