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<!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: CastleCreatures: Class TCreature</title>
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<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="TCreature"></a><h1 class="cio">Class TCreature</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>Fields</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="CastleCreatures.html">CastleCreatures</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TCreature = class(<a class="normal" href="Castle3D.T3DAlive.html">T3DAlive</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Base creature, using any <a class="normal" href="CastleCreatures.TCreatureResource.html">TCreatureResource</a>.</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="ancestor"><a class="normal" href="Castle3D.T3DAlive.html">T3DAlive</a></li>
<li class="thisitem">TCreature</li></ul><h2 class="overview">Overview</h2>
<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="CastleCreatures.TCreature.html#SetLife">SetLife</a></b>(const Value: Single); override;</code></td>
</tr>
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<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="CastleCreatures.TCreature.html#Fall">Fall</a></b>(const FallHeight: Single); override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCreatures.TCreature.html#LerpLegsMiddle">LerpLegsMiddle</a></b>(const A: Single): <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<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="CastleCreatures.TCreature.html#AttackHurt">AttackHurt</a></b>(const HurtEnemy: <a  href="Castle3D.T3DAlive.html">T3DAlive</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCreatures.TCreature.html#DebugCaption">DebugCaption</a></b>: <a  href="CastleStringUtils.TCastleStringList.html">TCastleStringList</a>; virtual;</code></td>
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<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="CastleCreatures.TCreature.html#Create">Create</a></b>(AOwner: TComponent; const AMaxLife: Single); virtual; reintroduce;</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>destructor <b><a  href="CastleCreatures.TCreature.html#Destroy">Destroy</a></b>; override;</code></td>
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<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="CastleCreatures.TCreature.html#GetExists">GetExists</a></b>: boolean; override;</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="CastleCreatures.TCreature.html#Render">Render</a></b>(const Frustum: <a  href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a  href="Castle3D.TRenderParams.html">TRenderParams</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>
<td class="itemcode"><code>procedure <b><a  href="CastleCreatures.TCreature.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<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="CastleCreatures.TCreature.html#Sound3d">Sound3d</a></b>(const SoundType: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>; const SoundHeight: Single; TiedToCreature: boolean = true);</code></td>
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<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="CastleCreatures.TCreature.html#Sphere">Sphere</a></b>(out Radius: Single): boolean; override;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
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<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="CastleCreatures.TCreature.html#Resource">Resource</a></b>: <a  href="CastleCreatures.TCreatureResource.html">TCreatureResource</a> read FResource;</code></td>
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<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="CastleCreatures.TCreature.html#SoundDieEnabled">SoundDieEnabled</a></b>: boolean read FSoundDieEnabled
      write FSoundDieEnabled default true;</code></td>
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<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="CastleCreatures.TCreature.html#CollidesWithMoving">CollidesWithMoving</a></b> default true;</code></td>
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<h2 class="description">Description</h2>
<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); override;</code></td>
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<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="Fall"></a><code>procedure <b>Fall</b>(const FallHeight: Single); override;</code></td>
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&nbsp;</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="LerpLegsMiddle"></a><code>function <b>LerpLegsMiddle</b>(const A: Single): <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<p>
<code>LerpLegsMiddle</code> interpolates between Position and Middle (intuitively, legs and eye positions).</p>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="AttackHurt"></a><code>procedure <b>AttackHurt</b>(const HurtEnemy: <a  href="Castle3D.T3DAlive.html">T3DAlive</a>);</code></td>
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<tr><td colspan="2">
<p>
Hurt given enemy. HurtEnemy may be <code>Nil</code>, in this case we do nothing.</p>
</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DebugCaption"></a><code>function <b>DebugCaption</b>: <a  href="CastleStringUtils.TCastleStringList.html">TCastleStringList</a>; virtual;</code></td>
</tr>
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&nbsp;</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; const AMaxLife: Single); virtual; reintroduce;</code></td>
</tr>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="GetExists"></a><code>function <b>GetExists</b>: boolean; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="Render"></a><code>procedure <b>Render</b>(const Frustum: <a  href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a  href="Castle3D.TRenderParams.html">TRenderParams</a>); override;</code></td>
</tr>
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&nbsp;</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>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Sound3d"></a><code>procedure <b>Sound3d</b>(const SoundType: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>; const SoundHeight: Single; TiedToCreature: boolean = true);</code></td>
</tr>
<tr><td colspan="2">
<p>
Play SoundType where the creature's position is.

<p>Exactly, the position is between Position and Middle &mdash; SoundHeight = 0 means Position, SoundHeight = 1 means Middle, SoundHeight between means ... well, between Position and Middle. This can also be higher than 1 or lower than 0, should be treated like lerp between Position and Middle.

<p>If TiedToCreature then the sounds position will be updated as the creature will move, and when the creature object will be destroyed, sound will stop. If not TiedToCreature, then the sound will simply be done at creature's position, but then it will continue to be played independent of this creature.</p>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Sphere"></a><code>function <b>Sphere</b>(out Radius: Single): boolean; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
Can the approximate sphere be used for some collision-detection tasks.

<p>Set to <code>False</code> in descendants if Resource.Radius is not appropriate for this creature state.

<p>In this class, this is implemented to return <code>not Dead</code>. This is usually sensible, since only alive creatures need bounding sphere advantages (stairs climbing), and using sphere with dead creatures would unnecessarily force the sphere radius to be small and Middle to be high.</p>
</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="Resource"></a><code>property <b>Resource</b>: <a  href="CastleCreatures.TCreatureResource.html">TCreatureResource</a> read FResource;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</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="SoundDieEnabled"></a><code>property <b>SoundDieEnabled</b>: boolean read FSoundDieEnabled
      write FSoundDieEnabled default true;</code></td>
</tr>
<tr><td colspan="2">
<p>
You can set this to <code>False</code> to force the creature to die without making any sound. This is really seldom needed, usefull only to avoid a loud shriek noise when you kill many creatures at once. Primarily for use by debug menu &quot;kill all creatures&quot; and similar things.</p>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CollidesWithMoving"></a><code>property <b>CollidesWithMoving</b> default true;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
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