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  • Committer: Package Import Robot
  • Author(s): Paul Gevers
  • Date: 2013-09-08 21:18:46 UTC
  • mfrom: (1.1.1)
  • Revision ID: package-import@ubuntu.com-20130908211846-zzo3xbeb11fn1vil
Tags: 4.1.1-1
* New upstream release
  - Drop all patches, applied upstream
  - Add fp-units-net to Build-depends
* Add myself to uploaders
* Reorganize d/rules

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<html>
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<head>
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<title>Castle Game Engine: CastlePlayer: Class TPlayer</title>
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<meta name="generator" content="PasDoc 0.12.1">
 
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<meta name="generator" content="PasDoc 0.13.0">
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
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<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<p>The outside code may still directly access and change many camera properties. Camera view vectors (position, direciton, up), <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">TWalkCamera.PreferredHeight</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#RotationHorizontalSpeed">TWalkCamera.RotationHorizontalSpeed</a> <a class="normal" href="CastleCameras.TWalkCamera.html#RotationVerticalSpeed">TWalkCamera.RotationVerticalSpeed</a>. In fact, it's Ok to call <a class="normal" href="CastleCameras.TWalkCamera.html#Init">TWalkCamera.Init</a>, and it's Ok to assign this Camera to TCastleSceneManager.Camera, and <a class="normal" href="CastleLevels.TGameSceneManager.html#LoadLevel">TGameSceneManager.LoadLevel</a> does this automatically. So scene manager will update Camera.ProjectionMatrix, call camera events like <a class="normal" href="CastleCameras.TCamera.html#Press">TCamera.Press</a>, <a class="normal" href="CastleCameras.TCamera.html#Idle">TCamera.Idle</a> and such.)</p>
 
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<p>The outside code may still directly access and change many camera properties. Camera view vectors (position, direciton, up), <a class="normal" href="CastleCameras.TWalkCamera.html#PreferredHeight">TWalkCamera.PreferredHeight</a>, <a class="normal" href="CastleCameras.TWalkCamera.html#RotationHorizontalSpeed">TWalkCamera.RotationHorizontalSpeed</a> <a class="normal" href="CastleCameras.TWalkCamera.html#RotationVerticalSpeed">TWalkCamera.RotationVerticalSpeed</a>. In fact, it's Ok to call <a class="normal" href="CastleCameras.TWalkCamera.html#Init">TWalkCamera.Init</a>, and it's Ok to assign this Camera to TCastleSceneManager.Camera, and <a class="normal" href="CastleLevels.TGameSceneManager.html#LoadLevel">TGameSceneManager.LoadLevel</a> does this automatically. So scene manager will update Camera.ProjectionMatrix, call camera events like <a class="normal" href="CastleCameras.TCamera.html#Press">TCamera.Press</a>, <a class="normal" href="CastleCameras.TCamera.html#Update">TCamera.Update</a> and such.)</p>
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<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
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<ul class="hierarchy"><li class="ancestor">TComponent</li>
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<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
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<td class="itemcode"><code>procedure <b><a  href="CastlePlayer.TPlayer.html#Idle">Idle</a></b>(const CompSpeed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
 
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<td class="itemcode"><code>procedure <b><a  href="CastlePlayer.TPlayer.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
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<td class="itemcode"><code>procedure <b><a  href="CastlePlayer.TPlayer.html#LoadFromFile">LoadFromFile</a></b>(const FileName: string);</code></td>
 
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<td class="itemcode"><code>procedure <b><a  href="CastlePlayer.TPlayer.html#LoadFromFile">LoadFromFile</a></b>(const URL: string);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
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<td class="itemcode"><a name="Idle"></a><code>procedure <b>Idle</b>(const CompSpeed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
 
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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&nbsp;</td></tr>
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<p>
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Load various player properties from an XML file. Properties not specified in the indicated file will be reset to their default values. This is handy to use in a game to allow to configure player behavior by simply editing an XML file (instead of hacking code).
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<p>Overloaded parameterless version reads from file <code><a class="normal" href="CastleFilesUtils.html#ProgramDataPath">ProgramDataPath</a> + 'data' + PathDelim + 'player.xml'</code>.
 
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<p>Overloaded parameterless version reads from file <code><a class="normal" href="CastleFilesUtils.html#ApplicationData">ApplicationData</a>('player.xml')</code>.
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<p>Note that the indicated file may not exist, and it will not cause errors. Not existing file is equivalent to a file with everything set at default values.
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(const FileName: string);</code></td>
 
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(const URL: string);</code></td>
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&nbsp;</td></tr>
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<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.12.1</a> on 2013-02-04 20:26:51</em>
 
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<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2013-08-17 21:27:13</em>
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</td></tr></table></body></html>