Method | Description | |
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ApplyPhysics ( |
Updates the player's velocity and position based on input, gravity, etc.
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Draw ( |
Draws the animated player.
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LoadContent ( ) : void |
Loads the player sprite sheet and sounds.
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OnKilled ( |
Called when the player has been killed.
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OnReachedExit ( ) : void |
Called when this player reaches the level's exit.
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Player ( |
Constructors a new player.
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Reset ( Vector2 position ) : void |
Resets the player to life.
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Update ( |
Handles input, performs physics, and animates the player sprite.
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Method | Description | |
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DoJump ( float velocityY, |
Calculates the Y velocity accounting for jumping and animates accordingly. During the accent of a jump, the Y velocity is completely overridden by a power curve. During the decent, gravity takes over. The jump velocity is controlled by the jumpTime field which measures time into the accent of the current jump. |
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GetInput ( ) : void |
Gets player horizontal movement and jump commands from input.
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HandleCollisions ( ) : void |
Detects and resolves all collisions between the player and his neighboring tiles. When a collision is detected, the player is pushed away along one axis to prevent overlapping. There is some special logic for the Y axis to handle platforms which behave differently depending on direction of movement.
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public ApplyPhysics ( |
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gameTime | ||
return | void |
public Draw ( |
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gameTime | ||
batch | BitmapBatch | |
return | void |
public OnKilled ( |
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killedBy | /// The enemy who killed the player. This parameter is null if the player was /// not killed by an enemy (fell into a hole). /// | |
return | void |
public Player ( |
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level | ||
position | Vector2 | |
return | System |
public Reset ( Vector2 position ) : void | ||
position | Vector2 | The position to come to life at. |
return | void |
public Update ( |
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gameTime | ||
return | void |