C# Class Source.Collisions.Player

A player uses a rectangle for collisions
Inheritance: Polygon
Exibir arquivo Open project: HarkerGameDev/TheGame Class Usage Examples

Public Properties

Property 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

Public Methods

Method 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

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

Method Details

Draw() public method

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

Kill() public method

public Kill ( ) : void
return void

Player() public method

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
return System

Reset() public method

public Reset ( ) : void
return void

ResetValues() public method

public ResetValues ( ) : void
return void

Update() public method

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
return void

Property Details

AbilityOneTime public_oe property

public float AbilityOneTime
return float

Alive public_oe property

public bool Alive
return bool

AttackTime public_oe property

public float AttackTime
return float

Checkpoints public_oe property

public int Checkpoints
return int

CloneTime public_oe property

public float CloneTime
return float

ClonedPlayer public_oe property

public AI ClonedPlayer
return AI

CurrentCharacter public_oe property

public Character CurrentCharacter
return Character

CurrentState public_oe property

public State CurrentState
return State

Flip public_oe property

public SpriteEffects Flip
return SpriteEffects

GrappleRight public_oe property

public bool GrappleRight
return bool

GrappleTarget public_oe property

public Vector2 GrappleTarget
return Vector2

HookedLocation public_oe property

public Vector2 HookedLocation
return Vector2

HookedPlayer public_oe property

public Player,Source.Collisions HookedPlayer
return Player

JetpackEnabled public_oe property

public bool JetpackEnabled
return bool

JetpackTime public_oe property

public float JetpackTime
return float

JumpSpeed public_oe property

public float JumpSpeed
return float

JumpTime public_oe property

public float JumpTime
return float

JumpsLeft public_oe property

public int JumpsLeft
return int

MaxVelocity public_oe property

public float MaxVelocity
return float

Node public_oe property

public LinkedListNode Node
return LinkedListNode

Place public_oe property

public int Place
return int

PlatformTime public_oe property

public float PlatformTime
return float

PrevJump public_oe property

public bool PrevJump
return bool

PrevStates public_oe property

public List> PrevStates
return Vector2>>.List

Progress public_oe property

public float Progress
return float

Projectiles public_oe property

public List Projectiles
return List

Score public_oe property

public int Score
return int

ShowSmear public_oe property

public bool ShowSmear
return bool

SlideEmitter public_oe property

public ParticleEmitter,Source.Graphics SlideEmitter
return Source.Graphics.ParticleEmitter

SpawnedPlatform public_oe property

public Platform SpawnedPlatform
return Platform

Sprite public_oe property

public AnimatedSprite,Source.Graphics Sprite
return Source.Graphics.AnimatedSprite

StunTime public_oe property

public float StunTime
return float

TargetRadius public_oe property

public float TargetRadius
return float

TargetVelocity public_oe property

public Direction TargetVelocity
return Direction

WallJump public_oe property

public Direction WallJump
return Direction