Tesseract Engine Documentation

Player Methods

The methods of the Player class are listed below. For a complete list of Player class members, see the Player Members topic.

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
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 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