The methods of the Player class are listed below. For a complete list of Player class members, see the Player Members topic.
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 | |
AttackModeSwitching | Overloaded. 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 |
Kill | Overloaded. 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 |
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 |
Player Class | DarkWynter.Engine.GameObjects Namespace