Property | Type | Description | |
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playOnce | System.Boolean |
Property | Type | Description | |
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currentArmedItem | int | ||
cursorLocation | Vector2 | ||
drawLasar | bool | ||
laserDot | Microsoft.Xna.Framework.Graphics.Texture2D | ||
laserTexture | Microsoft.Xna.Framework.Graphics.Texture2D | ||
offset | Vector2 | ||
totalOffset | Vector2 |
Method | Description | |
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Draw ( |
Draw the player.
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Load ( Microsoft.Xna.Framework.Content.ContentManager contentManager ) : void |
Load the player entity.
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PlayerCharacter ( |
The constructor for the player entity class.
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Update ( |
Updates the player entity. Unlike the name suggests... (What did you think it did?)
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initializeInventory ( ) : void |
Method | Description | |
---|---|---|
updateEquipped ( |
Updates the equipped items according to user input.
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updateInteractions ( |
Updates the interactions between the NPCs and the player, firing off an event for the DialogueManager to handle.
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updateLaser ( |
Puts the laser in the right spot on screen.
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updateLocation ( |
Updates the location of the character. This is a subfunction of the update function meant to take some of the logic and stick it istor a logical subdivision. All game logic concerning movement and the player's character should go here. Note: Forces the entity state into Idle if not moving. This should be overwritten by other functions which can update the state to Attack or some other relevant state.
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updateScope ( |
Updates where the camera should be looking while the player is scoping.
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updateSprite ( ) : void |
Updates the sprite into the correct state.
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public Draw ( |
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spriteBatch | ||
return | void |
public Load ( Microsoft.Xna.Framework.Content.ContentManager contentManager ) : void | ||
contentManager | Microsoft.Xna.Framework.Content.ContentManager | Read the parameter name... that's what it is. |
return | void |
public PlayerCharacter ( |
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gameReference | ||
return | System |
public Update ( |
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gameTime | The time object that lets the Update object know how old it is. | |
gameReference | A reference to the entire game universe for the purpose of making the player feel small. | |
return | void |
protected Texture2D,Microsoft.Xna.Framework.Graphics laserDot | ||
return | Microsoft.Xna.Framework.Graphics.Texture2D |
protected Texture2D,Microsoft.Xna.Framework.Graphics laserTexture | ||
return | Microsoft.Xna.Framework.Graphics.Texture2D |