1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: Castle3D: Class T3DAlive</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="T3DAlive"></a><h1 class="cio">Class T3DAlive</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="Castle3D.html">Castle3D</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type T3DAlive = class(<a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Alive, oriented 3D object. Basis for players, creatures and everything else that has some position, direction and that can be killed.
<p>Note that the <code>T3DAlive</code> doesn't remove dead objects, doesn't make any dead animations or such. <code>T3DAlive</code> class merely keeps track of <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a>, <a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a> and such properties, and allows you to call <a class="normal" href="Castle3D.T3DAlive.html#Hurt">Hurt</a> doing eventual knockback. If your own code doesn't call <a class="normal" href="Castle3D.T3DAlive.html#Hurt">Hurt</a>, or even doesn't look at <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a> value, then they have no implication for given 3D object, so it may be indestructible just like other 3D objects.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DList.html">T3DList</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DCustomTransform.html">T3DCustomTransform</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a></li>
<li class="thisitem">T3DAlive</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a></b> = 1.0;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DAlive.html#SetLife">SetLife</a></b>(const Value: Single); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DAlive.html#CancelKnockback">CancelKnockback</a></b>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="Castle3D.T3DAlive.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="Castle3D.T3DAlive.html#Dead">Dead</a></b>: boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DAlive.html#Hurt">Hurt</a></b>(const LifeLoss: Single; const HurtDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a href="Castle3D.T3DAlive.html">T3DAlive</a>); virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="Castle3D.T3DAlive.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#LastHurtDirection">LastHurtDirection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FLastHurtDirection;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#LifeTime">LifeTime</a></b>: Single read FLifeTime;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#DieTime">DieTime</a></b>: Single read FDieTime;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#Life">Life</a></b>: Single read FLife write <a href="Castle3D.T3DAlive.html#SetLife">SetLife</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#MaxLife">MaxLife</a></b>: Single read FMaxLife write FMaxLife;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="Castle3D.T3DAlive.html#KnockBackSpeed">KnockBackSpeed</a></b>: Single read FKnockBackSpeed write FKnockBackSpeed
default <a href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultKnockBackSpeed"></a><code>internal const <b>DefaultKnockBackSpeed</b> = 1.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetLife"></a><code>procedure <b>SetLife</b>(const Value: Single); virtual;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="CancelKnockback"></a><code>procedure <b>CancelKnockback</b>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Dead"></a><code>function <b>Dead</b>: boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Shortcut for checking Life <= 0.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Hurt"></a><code>procedure <b>Hurt</b>(const LifeLoss: Single; const HurtDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a href="Castle3D.T3DAlive.html">T3DAlive</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Hurt given creature, decreasing it's life by LifeLoss, setting last attack direction (used by knockback and some other effects), optionally doing a knockback. If all you want to do is to decrease Life, you can also just set <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a> property. Unless your code depends on <a class="normal" href="Castle3D.T3DAlive.html#LastHurtDirection">LastHurtDirection</a> being always updated (only <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> in <a class="normal" href="CastleCreatures.html">CastleCreatures</a> unit depends on it now).
<p>HurtDirection should be a normalized vector indicating direction in which the attack came.
<p>AKnockbackDistance, if non-zero, indicates to push creature by given length in the direction given by HurtDirection. Ignored if HurtDirection is zero.
<p>Attacker is the other alive creature that caused this damage. It may be <code>Nil</code> if no other <a class="normal" href="Castle3D.T3DAlive.html">T3DAlive</a> is directly responsible for this damage. This may be useful for various purposes, for example the victim may become aware of attacker presence when it's attacked.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LastHurtDirection"></a><code>property <b>LastHurtDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FLastHurtDirection;</code></td>
</tr>
<tr><td colspan="2">
<p>
Direction from where the attack came. Zero if there was no specific direction of last attack, otherwise a normalized (length 1) vector.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LifeTime"></a><code>property <b>LifeTime</b>: Single read FLifeTime;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DieTime"></a><code>property <b>DieTime</b>: Single read FDieTime;</code></td>
</tr>
<tr><td colspan="2">
<p>
Time of death, only valid if <a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a>, taken from <a class="normal" href="Castle3D.T3DAlive.html#LifeTime">LifeTime</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="Life"></a><code>property <b>Life</b>: Single read FLife write <a href="Castle3D.T3DAlive.html#SetLife">SetLife</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Current Life. We're dead when this is <= 0.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="MaxLife"></a><code>property <b>MaxLife</b>: Single read FMaxLife write FMaxLife;</code></td>
</tr>
<tr><td colspan="2">
<p>
Maximum amount of life. Used as default value for Life when sensible. Can be also used for information (to display on player HUDs and such).
<p>It's not really a limit, that is you can set Life to something larger than <code>MaxLife</code> if you want. It's normal in some games, where you can get some "magic life boost" that makes your health temporarily larger than normal. Whether it's sensible in your game (and whether your HUD will display it sensibly) is up to you.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="KnockBackSpeed"></a><code>property <b>KnockBackSpeed</b>: Single read FKnockBackSpeed write FKnockBackSpeed
default <a href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Scales how far the knockback effect pushes this creature/player.</p>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
var _paq = _paq || [];
_paq.push(["trackPageView"]);
_paq.push(["enableLinkTracking"]);
(function() {
var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
_paq.push(["setTrackerUrl", u+"piwik.php"]);
_paq.push(["setSiteId", "1"]);
var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
})();
</script>
<!-- End Piwik Code -->
<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:08</em>
</span>
</td></tr></table></body></html>
|