C# Class GrandLarceny.Player

Inheritance: GrandLarceny.MovingObject
显示文件 Open project: melburn/GLhf Class Usage Examples

Public Methods

Method Description
Player ( Vector2 a_posV2, String a_sprite, float a_layer ) : System
activateChaseMode ( GrandLarceny.NPE a_enemy ) : void
changePositionType ( ) : void
deactivateChaseMode ( ) : void
dealDamageTo ( Vector2 a_knockBackForce ) : void
draw ( GameTime a_gameTime ) : void
getCurrentState ( ) : State
getHideSound ( ) : GrandLarceny.Sound
getHidingImage ( ) : string
getLastState ( ) : State
getSlideBox ( ) : GrandLarceny.CollisionShape
hang ( Entity a_collider ) : void
hangClimbAction ( ) : void
heal ( int a_amount ) : void
isChase ( ) : bool
isFacingRight ( ) : bool
isInLight ( ) : bool
isRunMode ( ) : bool
isStunned ( ) : bool
loadContent ( ) : void
setCollidedWithVent ( bool a_collided ) : void
setCollidedWithWall ( bool a_collided ) : void
setFacingRight ( bool a_facingRight ) : void
setHidingImage ( String a_imgPath ) : void
setInteractionVisibility ( bool a_show ) : void
setIsInLight ( bool a_isInLight ) : void
setIsOnLadderWithDirection ( Direction a_ladderDirection ) : void
setState ( State a_state ) : void
setSwingSpeed ( float a_speed ) : void
setVentilationDirection ( List a_d ) : void
setVentilationObject ( Entity vent ) : void
update ( GameTime a_gameTime ) : void
updateFlip ( ) : void
windowAction ( ) : void

Private Methods

Method Description
activateNormalMode ( ) : void
addHearts ( ) : void
changeAnimation ( ) : void
changedSubImage ( float a_from, float a_to ) : void
collisionCheck ( List a_collisionList ) : void
getRope ( ) : GrandLarceny.GameObject
moveDirectionInVentilation ( Direction a_direction ) : List
setRope ( Rope a_rope ) : void
setSprite ( string a_sprite ) : void
toggleRunMode ( ) : void
updateCD ( float a_deltaTime ) : void
updateClimbing ( ) : void
updateHanging ( ) : void
updateHealthGUI ( ) : void
updateHiding ( float a_deltaTime ) : void
updateJumping ( float a_deltaTime ) : void
updateRolling ( float a_deltaTime ) : void
updateSliding ( GameTime a_gameTime ) : void
updateState ( ) : void
updateStop ( float a_deltaTime ) : void
updateStunned ( float a_deltaTime ) : void
updateSwinging ( float a_deltaTime ) : void
updateVentilation ( float a_deltaTime ) : void
updateWalking ( float a_deltaTime ) : void

Method Details

Player() public method

public Player ( Vector2 a_posV2, String a_sprite, float a_layer ) : System
a_posV2 Vector2
a_sprite String
a_layer float
return System

activateChaseMode() public method

public activateChaseMode ( GrandLarceny.NPE a_enemy ) : void
a_enemy GrandLarceny.NPE
return void

changePositionType() public method

public changePositionType ( ) : void
return void

deactivateChaseMode() public method

public deactivateChaseMode ( ) : void
return void

dealDamageTo() public method

public dealDamageTo ( Vector2 a_knockBackForce ) : void
a_knockBackForce Vector2
return void

draw() public method

public draw ( GameTime a_gameTime ) : void
a_gameTime Microsoft.Xna.Framework.GameTime
return void

getCurrentState() public method

public getCurrentState ( ) : State
return State

getHideSound() public method

public getHideSound ( ) : GrandLarceny.Sound
return GrandLarceny.Sound

getHidingImage() public method

public getHidingImage ( ) : string
return string

getLastState() public method

public getLastState ( ) : State
return State

getSlideBox() public method

public getSlideBox ( ) : GrandLarceny.CollisionShape
return GrandLarceny.CollisionShape

hang() public method

public hang ( Entity a_collider ) : void
a_collider Entity
return void

hangClimbAction() public method

public hangClimbAction ( ) : void
return void

heal() public method

public heal ( int a_amount ) : void
a_amount int
return void

isChase() public method

public isChase ( ) : bool
return bool

isFacingRight() public method

public isFacingRight ( ) : bool
return bool

isInLight() public method

public isInLight ( ) : bool
return bool

isRunMode() public method

public isRunMode ( ) : bool
return bool

isStunned() public method

public isStunned ( ) : bool
return bool

loadContent() public method

public loadContent ( ) : void
return void

setCollidedWithVent() public method

public setCollidedWithVent ( bool a_collided ) : void
a_collided bool
return void

setCollidedWithWall() public method

public setCollidedWithWall ( bool a_collided ) : void
a_collided bool
return void

setFacingRight() public method

public setFacingRight ( bool a_facingRight ) : void
a_facingRight bool
return void

setHidingImage() public method

public setHidingImage ( String a_imgPath ) : void
a_imgPath String
return void

setInteractionVisibility() public method

public setInteractionVisibility ( bool a_show ) : void
a_show bool
return void

setIsInLight() public method

public setIsInLight ( bool a_isInLight ) : void
a_isInLight bool
return void

setIsOnLadderWithDirection() public method

public setIsOnLadderWithDirection ( Direction a_ladderDirection ) : void
a_ladderDirection Direction
return void

setState() public method

public setState ( State a_state ) : void
a_state State
return void

setSwingSpeed() public method

public setSwingSpeed ( float a_speed ) : void
a_speed float
return void

setVentilationDirection() public method

public setVentilationDirection ( List a_d ) : void
a_d List
return void

setVentilationObject() public method

public setVentilationObject ( Entity vent ) : void
vent Entity
return void

update() public method

public update ( GameTime a_gameTime ) : void
a_gameTime Microsoft.Xna.Framework.GameTime
return void

updateFlip() public method

public updateFlip ( ) : void
return void

windowAction() public method

public windowAction ( ) : void
return void