Tesseract Engine Documentation

Human Members

Human overview

Public Instance Constructors

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

Public Instance Fields

_destination (inherited from GameObject) 
_MAP_IMAGE_LOCATION 
_mapIndex 
_MapStart 
_spawnPosition (inherited from Player) Respawn position
_STACK_IMAGE_LOCATION 
_stackIndex 
_StackStart 
animator (inherited from GameObject) Model animator
attackMagnitude (inherited from Player) 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 (inherited from Player) Invert controller
currentAnimation (inherited from GameObject) Animation currently running
destinationReached (inherited from GameObject) 
die (inherited from GameObject) Die animation
drawShield (inherited from Player) Draw object to use for drawing the shield
fpvEnabled (inherited from Player) 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 (inherited from Player) 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 (inherited from Player) 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 (inherited from Player) ID of player who killed this player
kills (inherited from Player) Kill count
localTerrainHeight (inherited from GameObject) Terrain height at object's x/z location.
lookAtPoint (inherited from Player) Target point
manna (inherited from Player) Player manna
MapXOffset 
MapYOffset 
modelAnimated (inherited from GameObject) Game Object animated or not
normalComponent (inherited from GameObject) Normal component of force calculations.
numberOfKeysFound (inherited from Player) Number of keys collected
playerIndex (inherited from Player) Player ID
respawnTimer (inherited from Player) Timer before the player is respawned
StackXOffset 
StackYOffset 
staticObjectValues (inherited from GameObject) Used to pass static instance data to shader (for static objects)
stopRumble (inherited from Player) 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 (inherited from Player) Type of the targeted object
terrainModEnabled (inherited from Player) Player using terrainMod
terrainModTarget (inherited from Player) Terrain Mod target location
terrainTime (inherited from Player) 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
MAP_IMAGE_LOCATION 
mapIndex 
MapStart 
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 (inherited from Player) 
STACK_IMAGE_LOCATION 
stackIndex 
StackStart 
texture (inherited from GameObject) 
type (inherited from GameObject) 
typeID (inherited from GameObject) 
x (inherited from GameObject) 
z (inherited from GameObject) 

Public Instance Methods

AssignKillCredit (inherited from Player) Assign kill credit to responsible player
Attack (inherited from Player) Method called when the player detects that an attack/defend has been invoked
AttackMagnitude (inherited from Player) Method called when the magnitude button has been pressed
AttackMode (inherited from Player) 
AttackModeSwitching (inherited from Player)Overloaded. Method called when a mode switch event has been triggered
AttackTemperature (inherited from Player) Method called when the temperature button has been pressed
ChangeAttackAmount (inherited from Player) Method invoked when the attack/defend button is pressed
ChangeHealth (inherited from Player) Change the player's health
ChangeManna (inherited from Player) Change Manna of Player
CheckPlayerOnTerrain (inherited from Player) Check to see if the player is flying or on the ground
CreateHUD Generate the HUD
Draw (inherited from Player) 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 (inherited from Player) Draw the player model for AI-Vision pass
DrawHUD (inherited from Player) Draw HUD elements
DrawShield (inherited from Player) 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 (inherited from Player) Check if player is alive
IsHuman (inherited from Player) Check if this player is a human
Jump (inherited from Player) Method called when a jump event has been triggered
Kill (inherited from Player)Overloaded. Kill the player
Load Load Human information from XML
Load_Instanced (inherited from GameObject) Load object data from Xml.
LoadModel (inherited from GameObject) Load model data from XML
ObjectCollisionResponse (inherited from Player) 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 (inherited from Player) Check if the player was hit by a particle
PrepAttack (inherited from GameObject) Prepare to fire the particle
Rotate (inherited from Player) Method called when the rotation buttons have been pressed
RunController (inherited from GameObject) Runs the appropriate animation on the model
SetDiffuseAlpha (inherited from Player) Set player's alpha component
SetDiffuseBlue (inherited from Player) Set player's blue component
SetDiffuseGreen (inherited from Player) Set player's green component
SetDiffuseRed (inherited from Player) Set player's red component
SetSpawnPoint (inherited from Player) Set the player's spawn point
SpawnPlayer (inherited from Player) Respawn our player
TerrainCollisionResponse (inherited from Player) 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 (inherited from Player) 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 (inherited from Player) Method called when the motion buttons have been pressed
Update Update player behavior
Zoom (inherited from Player) Method called when the zoom toggle button has been pressed

Protected Instance Fields

attackAmount (inherited from Player) Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing
attackTemperature (inherited from Player) Thermal value of attack
damageIndicator (inherited from Player) Indicates if Human was hurt
hitWhere (inherited from Player) List of where the player has been hit
keyIndicator (inherited from Player) Indicates if Human picked up a key
killInfo (inherited from Player) Index of killing player
killingParticle (inherited from Player) Particle which killed the player
lastModeSelected (inherited from Player) Last Attack mode selected
mannaIndicator (inherited from Player) 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 (inherited from Player) Method for updating the rumble when an attack/defend button is pressed

Explicit Interface Implementations

IHuman.SetSpawnPoint Child class of player which handles human interactions with the game

See Also

Human Class | DarkWynter.Game.GameObjects Namespace