Tesseract Engine Documentation

Player Members

Player overview

Public Instance Constructors

Player Overloaded. Initializes a new instance of the Player class.

Public Instance Fields

_destination (inherited from GameObject) 
_spawnPosition Respawn position
animator (inherited from GameObject) Model animator
attackMagnitude Mass value of attack
collisionMultiplier (inherited from GameObject) Defines the scale of damage or health an object bestows.
collisionWithPlayerResponse (inherited from GameObject) Defines what kind of collision response this GameObject should have.
combinedNormalForce (inherited from GameObject) Used in collision; combined velocity and totalForce normal calculation.
combinedTangentialForce (inherited from GameObject) Used in collision; combined velocity and totalForce tangential calculation.
controllerIndex (inherited from GameObject) Index to the game controller associated with this object
controlsInverted Invert controller
currentAnimation (inherited from GameObject) Animation currently running
destinationReached (inherited from GameObject) 
die (inherited from GameObject) Die animation
drawShield Draw object to use for drawing the shield
fpvEnabled First person view enabled/disabled
gravityNormalComponent (inherited from GameObject) Used in collision; gravity normal calculation.
gravityTangentialComponent (inherited from GameObject) Used in collision; tangential gravity-force calculation.
health Player health
heightDifference (inherited from GameObject) Difference between object height and terrain at it's x/z location. HeightDifference is positive when object is below the terrain.
holdingObject GameObject the player is holding, if it has picked one up
idle (inherited from GameObject) Idle animation
jump (inherited from GameObject) 3D Cue used with jump sound.
killedBy ID of player who killed this player
kills Kill count
localTerrainHeight (inherited from GameObject) Terrain height at object's x/z location.
lookAtPoint Target point
manna Player manna
modelAnimated (inherited from GameObject) Game Object animated or not
normalComponent (inherited from GameObject) Normal component of force calculations.
numberOfKeysFound Number of keys collected
playerIndex Player ID
respawnTimer Timer before the player is respawned
staticObjectValues (inherited from GameObject) Used to pass static instance data to shader (for static objects)
stopRumble Stop rumble on the controller
surfaceNormal (inherited from GameObject) Used in collision; surface normal calculation.
tangentialComponent (inherited from GameObject) Tangential component of force calculations.
targetObject Type of the targeted object
terrainModEnabled Player using terrainMod
terrainModTarget Terrain Mod target location
terrainTime Time to do the terrain modifications
totalForceNormalComponent (inherited from GameObject) Used in collision; normal totalForce calculation.
totalForceTangentialComponent (inherited from GameObject) Used in collision; tangential totalForce calculation.
velocityNormalComponent (inherited from GameObject) Used in collision; normal velocity-force calculation.
velocityTangentialComponent (inherited from GameObject) Used in collision; tangential velocity-force calculation.
walk (inherited from GameObject) Walk animation

Public Instance Properties

animated (inherited from GameObject) 
bumpTexture (inherited from GameObject) 
destination (inherited from GameObject) 
draw (inherited from GameObject) Draw object
drawAIVision (inherited from GameObject) AI Vision Draw object
drawBoundingVolume (inherited from GameObject) Draw object's bounding volume
grid (inherited from GameObject) 
id (inherited from GameObject) 
isCollectable (inherited from GameObject) Defines if this object is collectable by players.
isKey (inherited from GameObject) Defines if this object is a Key object collected to pass the level.
load (inherited from GameObject) Draw object
mass (inherited from GameObject) Mass object, handles physics of GameObject.
maxScale (inherited from GameObject) 
model (inherited from GameObject) 
name (inherited from GameObject) 
objectModelName (inherited from GameObject) Text identifier for model name.
spawnPosition 
texture (inherited from GameObject) 
type (inherited from GameObject) 
typeID (inherited from GameObject) 
x (inherited from GameObject) 
z (inherited from GameObject) 

Public Instance Methods

AssignKillCredit Assign kill credit to responsible player
Attack Method called when the player detects that an attack/defend has been invoked
AttackMagnitude Method called when the magnitude button has been pressed
AttackMode 
AttackModeSwitchingOverloaded. Method called when a mode switch event has been triggered
AttackTemperature Method called when the temperature button has been pressed
ChangeAttackAmount Method invoked when the attack/defend button is pressed
ChangeHealth Change the player's health
ChangeManna Change Manna of Player
CheckPlayerOnTerrain Check to see if the player is flying or on the ground
Draw General case draw function
Draw_Billboards (inherited from GameObject) Called after Draw method. Allows GameObjects to add Billboards to be drawn. List is cleared each pass, or frame.
DrawAIVision Draw the player model for AI-Vision pass
DrawHUD Draw HUD elements
DrawShield Draw player's shield around the player when it is enabled
Equals (inherited from Object)Determines whether the specified Object is equal to the current Object.
FPVToggle Toggle First Person View
GetHashCode (inherited from Object)Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table.
GetObjectHeight (inherited from GameObject) Sets the heightDifference parameter for this GameObject. HeightDifference is positive when object is below the terrain.
GetType (inherited from Object)Gets the Type of the current instance.
IsAlive Check if player is alive
IsHuman Check if this player is a human
Jump Method called when a jump event has been triggered
KillOverloaded. Kill the player
Load Load information from XML
Load_Instanced (inherited from GameObject) Load object data from Xml.
LoadModel (inherited from GameObject) Load model data from XML
ObjectCollisionResponse Add Player specific responses to an object to object collision involving this and collidedObject. Uses collidedObject.collisionWithPlayerResponse to determine health and manna bonuses and damage.
PlayerHitByParticle Check if the player was hit by a particle
PrepAttack (inherited from GameObject) Prepare to fire the particle
Rotate Method called when the rotation buttons have been pressed
RunController (inherited from GameObject) Runs the appropriate animation on the model
SetDiffuseAlpha Set player's alpha component
SetDiffuseBlue Set player's blue component
SetDiffuseGreen Set player's green component
SetDiffuseRed Set player's red component
SetSpawnPoint Set the player's spawn point
SpawnPlayer Respawn our player
TerrainCollisionResponse Add Player specific responses to an object-terrain collision If on the terrain, Player is either in WALK or HOVER mode. Walk mode sets Player to the Terrain height at Player's location in the heightmap Hover mode uses force-based motion
ToggleMovementType Method called when the movement toggle button has been pressed
ToString (inherited from Object)Returns a String that represents the current Object.
ToXml (inherited from GameObject) 
Translate Method called when the motion buttons have been pressed
Update Update player
Zoom Method called when the zoom toggle button has been pressed

Protected Instance Fields

attackAmount Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing
attackTemperature Thermal value of attack
damageIndicator Indicates if Human was hurt
hitWhere List of where the player has been hit
keyIndicator Indicates if Human picked up a key
killInfo Index of killing player
killingParticle Particle which killed the player
lastModeSelected Last Attack mode selected
mannaIndicator Indicates if Human gained/lost manna

Protected Instance Methods

Finalize (inherited from Object)Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection.
MemberwiseClone (inherited from Object)Creates a shallow copy of the current Object.
UpdateAttackRumble Method for updating the rumble when an attack/defend button is pressed

See Also

Player Class | DarkWynter.Engine.GameObjects Namespace