Method |
Description |
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Advance ( Position position__1, SpriteEffects flip ) : void |
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Draw ( GameTime gameTime, SpriteBatch spriteBatch ) : void |
Draws the animated player. |
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Engarde ( ) : void |
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Engarde ( Enumeration priority, System stoppable ) : void |
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HandleCollisionsNew ( ) : void |
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Ready ( ) : void |
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Ready ( Enumeration priority, System stoppable ) : void |
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Reset ( Vector2 position, SpriteEffects spriteEffect ) : void |
Resets the player to life. |
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Skeleton ( RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect ) : System |
Constructors a new player. |
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SkeletonEngarde ( ) : void |
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SkeletonEngarde ( Enumeration priority, System stoppable ) : void |
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Stand ( ) : void |
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Stand ( Enumeration priority ) : void |
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Stand ( Enumeration priority, System stoppable ) : void |
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Stand ( bool stoppable ) : void |
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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. |
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