Jypeli  9
The simple game programming library
PlatformCharacter Jäsenlista

Tämä on lista kaikista jäsenistä luokassa PlatformCharacter, sisältäen kaikki perityt jäsenet.

_bRectJypeli.PhysicsObjectprivate
_collisionIgnorerJypeli.PhysicsObjectprivate
_facingDirectionPlatformCharacterprivate
_maxAngularVJypeli.PhysicsObjectprivate
_maxLinearVJypeli.PhysicsObjectprivate
_storedMomentOfInertiaJypeli.PhysicsObjectprivate
_turnsWhenWalkingPlatformCharacterprivate
AccelerationJypeli.PhysicsObject
AddCollisionHelpers()PlatformCharacterprivate
AddCollisionIgnoreGroup(int group)Jypeli.PhysicsObject
AdjustPosition()PlatformCharacterprivate
AngleJypeli.PhysicsObject
AngularAccelerationJypeli.PhysicsObject
AngularDampingJypeli.PhysicsObject
AngularVelocityJypeli.PhysicsObject
AnimationPlayed()PlatformCharacterprivate
AnimFallPlatformCharacter
AnimIdlePlatformCharacter
AnimJumpPlatformCharacter
AnimWalkPlatformCharacter
ApplyTorque(double torque)Jypeli.PhysicsObjectvirtual
BodyJypeli.PhysicsObject
BoundingRectangleJypeli.PhysicsObject
CanMoveOnAirPlatformCharacter
CanRotateJypeli.PhysicsObject
CanWalk(double dx)PlatformCharacterprivate
CanWalkAgainstWallsPlatformCharacter
ClearCollisionIgnoreGroups()Jypeli.PhysicsObject
CollidedJypeli.PhysicsObject
collisionHelpersPlatformCharacterprivate
CollisionIgnoreGroupPlatformCharacter
CollisionIgnorerPlatformCharacter
CreateStaticObject(double width, double height, Shape shape)Jypeli.PhysicsObjectstatic
CreateStaticObject(double width, double height)Jypeli.PhysicsObjectstatic
CreateStaticObject(Animation animation)Jypeli.PhysicsObjectstatic
customAnimActionPlatformCharacterprivate
customAnimPlayingPlatformCharacterprivate
Destroy()PlatformCharacter
DestroyingJypeli.PhysicsObject
DirectionChangedPlatformCharacter
FacingDirectionPlatformCharacter
FindPlatform()PlatformCharacterprivate
ForceJump(double speed)PlatformCharacter
GetPlatformTopY(GameObject platform)PlatformCharacterprivate
GetStateColor(PlatformCharacterState state)PlatformCharacterprivate
highTolerancePlatformCharacterprivate
Hit(Vector impulse)Jypeli.PhysicsObjectvirtual
IgnoresCollisionResponseJypeli.PhysicsObject
IgnoresCollisionWith(PhysicsObject target)Jypeli.PhysicsObject
IgnoresExplosionsJypeli.PhysicsObject
IgnoresGravityJypeli.PhysicsObject
IgnoresPhysicsLogicsJypeli.PhysicsObject
Initialize(double width, double height, Shape shape)Jypeli.PhysicsObjectprivate
IsAboutToFall()PlatformCharacter
IsDestroyingJypeli.PhysicsObject
IsPlatform(PhysicsObject o)PlatformCharacterprivatestatic
IsStandingOn(PhysicsObject target, double yTolerance)PlatformCharacterprivate
isWalkingPlatformCharacterprivate
IsWeaponFacingRight()PlatformCharacterprivate
Jump(double speed)PlatformCharacter
KineticFrictionJypeli.PhysicsObject
lastDtPlatformCharacterprivate
lastPlatformPlatformCharacterprivate
lastPlatformPositionPlatformCharacterprivate
LinearDampingJypeli.PhysicsObject
LoopFallAnimPlatformCharacter
LoopJumpAnimPlatformCharacter
lowTolerancePlatformCharacterprivate
MaintainMomentumPlatformCharacter
MakeOneWay()Jypeli.PhysicsObject
MakeStatic()Jypeli.PhysicsObject
MassJypeli.PhysicsObject
MaxAngularVelocityJypeli.PhysicsObject
MaxVelocityJypeli.PhysicsObject
MomentOfInertiaJypeli.PhysicsObject
Move(Vector movement)PlatformCharacter
MoveToTarget()PlatformCharacterprotected
OnCollided(IPhysicsBody thisBody, IPhysicsBody otherBody)Jypeli.PhysicsObject
OnCollision(PhysicsObject collisionHelperObject, PhysicsObject target)PlatformCharacterprivate
ParentStructureJypeli.PhysicsObject
PhysicsObject(double width, double height, Shape shape, double x=0.0, double y=0.0)Jypeli.PhysicsObject
PhysicsObject(double width, double height)Jypeli.PhysicsObject
PhysicsObject(double width, double height, double x, double y)Jypeli.PhysicsObject
PhysicsObject(Animation animation)Jypeli.PhysicsObject
PhysicsObject(RaySegment raySegment)Jypeli.PhysicsObject
PlatformCharacter(double width, double height)PlatformCharacter
PlatformCharacter(double width, double height, Shape shape)PlatformCharacter
PlatformCharacterState luettelotyypin nimiPlatformCharacterprivate
PlayAnimation(Animation anim, Action onPlayed=null)PlatformCharacter
PositionJypeli.PhysicsObject
PrepareThrowable(PhysicsObject obj, Angle angle, double force, double distanceDelta, double axialDelta)PlatformCharacterprotectedvirtual
Push(Vector force)Jypeli.PhysicsObjectvirtual
Push(Vector force, TimeSpan time)Jypeli.PhysicsObject
RemoveCollisionHelpers()PlatformCharacterprivate
RemoveCollisionIgnoreGroup(int group)Jypeli.PhysicsObject
Reset()PlatformCharacter
RestitutionJypeli.PhysicsObject
SetAnimation(Animation anim, bool loop=true)PlatformCharacterprivate
SetIdleAnim()PlatformCharacterprivate
ShapeJypeli.PhysicsObject
SizePlatformCharacter
statePlatformCharacterprivate
StaticFrictionJypeli.PhysicsObject
Stop()Jypeli.PhysicsObject
StopAngular()Jypeli.PhysicsObject
StopAxial(Vector axis)Jypeli.PhysicsObject
StopHorizontal()Jypeli.PhysicsObject
StopVertical()Jypeli.PhysicsObject
StopWalking()PlatformCharacterprivate
Throw(PhysicsObject obj, Angle angle, double force, double distOffset=0, int layer=0, double axialOffset=0)Jypeli.PhysicsObject
Turn(Direction direction)PlatformCharacter
TurnsWhenWalkingPlatformCharacter
Update(Time time)PlatformCharacter
VelocityJypeli.PhysicsObject
Visualize()PlatformCharacterprivate
Walk(double horizontalVelocity)PlatformCharacter
WalkOnAirPlatformCharacter
weaponPlatformCharacterprivate
WeaponPlatformCharacter