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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933
|
<!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: CastlePlayer: Class TPlayer</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="TPlayer"></a><h1 class="cio">Class TPlayer</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="CastlePlayer.html">CastlePlayer</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TPlayer = class(<a class="normal" href="CastleItems.T3DAliveWithInventory.html">T3DAliveWithInventory</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Player, 3D object controlling the camera, main enemy of hostile creatures, carries a backpack, may cause <a class="normal" href="CastlePlayer.TPlayer.html#FadeOut">fadeout</a> effects on screen and such.
<p>Note that you can operate on player even before level is loaded, before <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> and such are initialized. This allows to create player before level is started (create it from scratch, or by loading from save game), and "carry" the same player instance across various loaded levels.
<p><a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a> or <a class="normal" href="CastlePlayer.TPlayer.html#Blocked">Blocked</a> player behaves much like alive and normal player. For example, it still has an associated Camera that can animate by code (e.g. to apply physics to the dead player body, because player was killed when he was flying, or it's corpse lays on some moving object of the level — like elevator). However, Camera input shortcuts will be cleared, to prevent user from directly moving the camera and player.
<p>Do not do some stuff when player is dead: </p>
<ul class="paragraph_spacing">
<li><p>No calling <a class="normal" href="CastleItems.T3DAliveWithInventory.html#PickItem">PickItem</a>, <a class="normal" href="CastlePlayer.TPlayer.html#DropItem">DropItem</a>, <a class="normal" href="CastlePlayer.TPlayer.html#UseItem">UseItem</a>.</p></li>
<li><p>No increasing Life (further decreasing Life is OK). This implies that once Player is Dead, (s)he cannot be alive again.</p></li>
<li><p>No changing <a class="normal" href="CastlePlayer.TPlayer.html#EquippedWeapon">EquippedWeapon</a>, no calling Attack.</p></li>
</ul>
<p>
<p>Note that every player, just like every <a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a> actually, has an associated and magically synchronized <a class="normal" href="Castle3D.T3DOrient.html#Camera">T3DOrient.Camera</a> instance. Ancestor <a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a> only takes care about synchronizing the view vectors (position, direciton, up) and doesn't care about camera otherwise. We synchronize more in <code>TPlayer</code> class:
<p></p>
<ul class="paragraph_spacing">
<li><p><a class="normal" href="CastlePlayer.TPlayer.html#Flying">Flying</a> is synchronized with <a class="normal" href="CastleCameras.TWalkCamera.html#Gravity">TWalkCamera.Gravity</a>.</p></li>
<li><p>Various camera inputs are automatically adjusted based on current player state (<a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a>, <a class="normal" href="CastlePlayer.TPlayer.html#Blocked">Blocked</a>) and global PlayerInput_Xxx values, like <a class="normal" href="CastlePlayer.html#PlayerInput_Forward">PlayerInput_Forward</a>.</p></li>
</ul>
<p>
<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>
<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="ancestor"><a class="normal" href="CastleItems.T3DAliveWithInventory.html">T3DAliveWithInventory</a></li>
<li class="thisitem">TPlayer</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><b><a href="CastlePlayer.TPlayer.html#DefaultMoveHorizontalSpeed">DefaultMoveHorizontalSpeed</a></b>: Single;</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><b><a href="CastlePlayer.TPlayer.html#DefaultMoveVerticalSpeed">DefaultMoveVerticalSpeed</a></b>: Single;</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><b><a href="CastlePlayer.TPlayer.html#DefaultPreferredHeight">DefaultPreferredHeight</a></b>: Single;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultLife">DefaultLife</a></b> = 100;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultSickProjectionSpeed">DefaultSickProjectionSpeed</a></b> = 2.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultRenderOnTop">DefaultRenderOnTop</a></b> = true;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultPlayerKnockBackSpeed">DefaultPlayerKnockBackSpeed</a></b> = 20.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultSwimBreath">DefaultSwimBreath</a></b> = 30.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultDrownPause">DefaultDrownPause</a></b> = 5.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultDrownDamageConst">DefaultDrownDamageConst</a></b> = 5.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultDrownDamageRandom">DefaultDrownDamageRandom</a></b> = 10.0;</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>internal const <b><a href="CastlePlayer.TPlayer.html#DefaultSwimSoundPause">DefaultSwimSoundPause</a></b> = 3.11111111;</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="CastlePlayer.TPlayer.html#SetLife">SetLife</a></b>(const Value: Single); override;</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>function <b><a href="CastlePlayer.TPlayer.html#GetChild">GetChild</a></b>: <a href="Castle3D.T3D.html">T3D</a>; 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>procedure <b><a href="CastlePlayer.TPlayer.html#Notification">Notification</a></b>(AComponent: TComponent; Operation: TOperation); override;</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>function <b><a href="CastlePlayer.TPlayer.html#HeightCollision">HeightCollision</a></b>(const APosition, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; 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>procedure <b><a href="CastlePlayer.TPlayer.html#Fall">Fall</a></b>(const FallHeight: Single); 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>constructor <b><a href="CastlePlayer.TPlayer.html#Create">Create</a></b>(AOwner: TComponent); 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>destructor <b><a href="CastlePlayer.TPlayer.html#Destroy">Destroy</a></b>; 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="CastlePlayer.TPlayer.html#PickItemUpdate">PickItemUpdate</a></b>(var Item: <a href="CastleItems.TInventoryItem.html">TInventoryItem</a>): Integer; 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>function <b><a href="CastlePlayer.TPlayer.html#DropItem">DropItem</a></b>(const Index: Integer): <a href="CastleItems.TItemOnWorld.html">TItemOnWorld</a>; 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="CastlePlayer.TPlayer.html#DropCurrentItem">DropCurrentItem</a></b>: <a href="CastleItems.TItemOnWorld.html">TItemOnWorld</a>;</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="CastlePlayer.TPlayer.html#UseItem">UseItem</a></b>(const Index: Integer); 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>procedure <b><a href="CastlePlayer.TPlayer.html#UseCurrentItem">UseCurrentItem</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>procedure <b><a href="CastlePlayer.TPlayer.html#ChangeInventoryCurrentItem">ChangeInventoryCurrentItem</a></b>(Change: Integer);</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="CastlePlayer.TPlayer.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); 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>function <b><a href="CastlePlayer.TPlayer.html#Middle">Middle</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; 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>procedure <b><a href="CastlePlayer.TPlayer.html#FadeOut">FadeOut</a></b>(const Color: <a href="CastleColors.html#TCastleColor">TCastleColor</a>);</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="CastlePlayer.TPlayer.html#Attack">Attack</a></b>; 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="CastlePlayer.TPlayer.html#LoadFromFile">LoadFromFile</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>procedure <b><a href="CastlePlayer.TPlayer.html#LoadFromFile">LoadFromFile</a></b>(const URL: string);</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="CastlePlayer.TPlayer.html#Ground">Ground</a></b>: <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</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="CastlePlayer.TPlayer.html#LevelChanged">LevelChanged</a></b>;</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="CastlePlayer.TPlayer.html#SegmentCollision">SegmentCollision</a></b>(const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; const ALineOfSight: boolean): 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>function <b><a href="CastlePlayer.TPlayer.html#Sphere">Sphere</a></b>(out Radius: Single): boolean; 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>procedure <b><a href="CastlePlayer.TPlayer.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>
</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="CastlePlayer.TPlayer.html#Flying">Flying</a></b>: boolean read FFlying write SetFlying;</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="CastlePlayer.TPlayer.html#FlyingTimeOut">FlyingTimeOut</a></b>: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a> read FFlyingTimeOut write SetFlyingTimeOut;</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="CastlePlayer.TPlayer.html#EquippedWeapon">EquippedWeapon</a></b>: <a href="CastleItems.TItemWeapon.html">TItemWeapon</a> read FEquippedWeapon write SetEquippedWeapon;</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="CastlePlayer.TPlayer.html#FadeOutColor">FadeOutColor</a></b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FFadeOutColor;</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="CastlePlayer.TPlayer.html#FadeOutIntensity">FadeOutIntensity</a></b>: Single read FFadeOutIntensity;</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="CastlePlayer.TPlayer.html#Swimming">Swimming</a></b>: <a href="CastlePlayer.html#TPlayerSwimming">TPlayerSwimming</a> read FSwimming write SetSwimming;</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="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a></b>: Integer
read FInventoryCurrentItem write FInventoryCurrentItem
default -1;</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="CastlePlayer.TPlayer.html#InventoryVisible">InventoryVisible</a></b>: boolean
read FInventoryVisible write FInventoryVisible default false;</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="CastlePlayer.TPlayer.html#SickProjectionSpeed">SickProjectionSpeed</a></b>: Single
read FSickProjectionSpeed write FSickProjectionSpeed
default <a href="CastlePlayer.TPlayer.html#DefaultSickProjectionSpeed">DefaultSickProjectionSpeed</a>;</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="CastlePlayer.TPlayer.html#CollidesWithMoving">CollidesWithMoving</a></b> default true;</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="CastlePlayer.TPlayer.html#Blocked">Blocked</a></b>: boolean read FBlocked write FBlocked;</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="CastlePlayer.TPlayer.html#RenderOnTop">RenderOnTop</a></b>: boolean read FRenderOnTop write FRenderOnTop
default <a href="CastlePlayer.TPlayer.html#DefaultRenderOnTop">DefaultRenderOnTop</a>;</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="CastlePlayer.TPlayer.html#FallMinHeightToSound">FallMinHeightToSound</a></b>: Single
read FFallMinHeightToSound write FFallMinHeightToSound default <a href="Castle3D.html#DefaultPlayerFallMinHeightToSound">DefaultPlayerFallMinHeightToSound</a>;</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="CastlePlayer.TPlayer.html#FallMinHeightToDamage">FallMinHeightToDamage</a></b>: Single
read FFallMinHeightToDamage write FFallMinHeightToDamage default <a href="Castle3D.html#DefaultFallMinHeightToDamage">DefaultFallMinHeightToDamage</a>;</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="CastlePlayer.TPlayer.html#FallDamageScaleMin">FallDamageScaleMin</a></b>: Single
read FFallDamageScaleMin write FFallDamageScaleMin default <a href="Castle3D.html#DefaultFallDamageScaleMin">DefaultFallDamageScaleMin</a>;</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="CastlePlayer.TPlayer.html#FallDamageScaleMax">FallDamageScaleMax</a></b>: Single
read FFallDamageScaleMax write FFallDamageScaleMax default <a href="Castle3D.html#DefaultFallDamageScaleMax">DefaultFallDamageScaleMax</a>;</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="CastlePlayer.TPlayer.html#FallSound">FallSound</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFallSound write FFallSound;</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="CastlePlayer.TPlayer.html#HeadBobbing">HeadBobbing</a></b>: Single
read FHeadBobbing write FHeadBobbing default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbing">TWalkCamera.DefaultHeadBobbing</a>;</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="CastlePlayer.TPlayer.html#SwimBreath">SwimBreath</a></b>: Single read FSwimBreath write FSwimBreath default <a href="CastlePlayer.TPlayer.html#DefaultSwimBreath">DefaultSwimBreath</a>;</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="CastlePlayer.TPlayer.html#DrownPause">DrownPause</a></b>: Single read FDrownPause write FDrownPause default <a href="CastlePlayer.TPlayer.html#DefaultDrownPause">DefaultDrownPause</a>;</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="CastlePlayer.TPlayer.html#DrownDamageConst">DrownDamageConst</a></b>: Single read FDrownDamageConst write FDrownDamageConst default <a href="CastlePlayer.TPlayer.html#DefaultDrownDamageConst">DefaultDrownDamageConst</a>;</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="CastlePlayer.TPlayer.html#DrownDamageRandom">DrownDamageRandom</a></b>: Single read FDrownDamageRandom write FDrownDamageRandom default <a href="CastlePlayer.TPlayer.html#DefaultDrownDamageRandom">DefaultDrownDamageRandom</a>;</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="CastlePlayer.TPlayer.html#SwimSoundPause">SwimSoundPause</a></b>: Single read FSwimSoundPause write FSwimSoundPause default <a href="CastlePlayer.TPlayer.html#DefaultSwimSoundPause">DefaultSwimSoundPause</a>;</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="CastlePlayer.TPlayer.html#KnockBackSpeed">KnockBackSpeed</a></b> default DefaultPlayerKnockBackSpeed;</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="CastlePlayer.TPlayer.html#EnableCameraDragging">EnableCameraDragging</a></b>: boolean
read FEnableCameraDragging write SetEnableCameraDragging default false;</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="DefaultMoveHorizontalSpeed"></a><code><b>DefaultMoveHorizontalSpeed</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Various navigation properties that may depend on loaded level.</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="DefaultMoveVerticalSpeed"></a><code><b>DefaultMoveVerticalSpeed</b>: Single;</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="DefaultPreferredHeight"></a><code><b>DefaultPreferredHeight</b>: Single;</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="DefaultLife"></a><code>internal const <b>DefaultLife</b> = 100;</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="DefaultSickProjectionSpeed"></a><code>internal const <b>DefaultSickProjectionSpeed</b> = 2.0;</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="DefaultRenderOnTop"></a><code>internal const <b>DefaultRenderOnTop</b> = true;</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="DefaultPlayerKnockBackSpeed"></a><code>internal const <b>DefaultPlayerKnockBackSpeed</b> = 20.0;</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="DefaultSwimBreath"></a><code>internal const <b>DefaultSwimBreath</b> = 30.0;</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="DefaultDrownPause"></a><code>internal const <b>DefaultDrownPause</b> = 5.0;</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="DefaultDrownDamageConst"></a><code>internal const <b>DefaultDrownDamageConst</b> = 5.0;</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="DefaultDrownDamageRandom"></a><code>internal const <b>DefaultDrownDamageRandom</b> = 10.0;</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="DefaultSwimSoundPause"></a><code>internal const <b>DefaultSwimSoundPause</b> = 3.11111111;</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); 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="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="GetChild"></a><code>function <b>GetChild</b>: <a href="Castle3D.T3D.html">T3D</a>; 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="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="Notification"></a><code>procedure <b>Notification</b>(AComponent: TComponent; Operation: TOperation); 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="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="HeightCollision"></a><code>function <b>HeightCollision</b>(const APosition, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean; 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="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>
</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="Destroy"></a><code>destructor <b>Destroy</b>; 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="PickItemUpdate"></a><code>function <b>PickItemUpdate</b>(var Item: <a href="CastleItems.TInventoryItem.html">TInventoryItem</a>): Integer; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
Add Item to inventory, updating player <a class="normal" href="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a>, making suitable <a class="normal" href="CastlePlayer.TPlayer.html#Notification">notification</a> and sound.</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="DropItem"></a><code>function <b>DropItem</b>(const Index: Integer): <a href="CastleItems.TItemOnWorld.html">TItemOnWorld</a>; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
Drop item from inventory, updating player <a class="normal" href="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a>, making suitable <a class="normal" href="CastlePlayer.TPlayer.html#Notification">notification</a> and sound. </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="DropCurrentItem"></a><code>function <b>DropCurrentItem</b>: <a href="CastleItems.TItemOnWorld.html">TItemOnWorld</a>;</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="UseItem"></a><code>procedure <b>UseItem</b>(const Index: Integer); override;</code></td>
</tr>
<tr><td colspan="2">
<p>
Use an item from inventory. You can pass Index that is out of range (or call <a class="normal" href="CastlePlayer.TPlayer.html#UseCurrentItem">UseCurrentItem</a> when <a class="normal" href="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a> = -1), it will then show a <a class="normal" href="CastlePlayer.TPlayer.html#Notification">notification</a> (by <a class="normal" href="CastleGameNotifications.html">CastleGameNotifications</a> unit) that nothing is selected. </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="UseCurrentItem"></a><code>procedure <b>UseCurrentItem</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="ChangeInventoryCurrentItem"></a><code>procedure <b>ChangeInventoryCurrentItem</b>(Change: Integer);</code></td>
</tr>
<tr><td colspan="2">
<p>
Change <a class="normal" href="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a>, cycling, and automatically showing the inventory afterwards (if it's not empty). Note that you can also always directly change <a class="normal" href="CastlePlayer.TPlayer.html#InventoryCurrentItem">InventoryCurrentItem</a> property.</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>
<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="Middle"></a><code>function <b>Middle</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; 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="FadeOut"></a><code>procedure <b>FadeOut</b>(const Color: <a href="CastleColors.html#TCastleColor">TCastleColor</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Cause a fade-out effect on the screen, tinting the screen to the given Color. The <a class="normal" href="CastlePlayer.TPlayer.html">TPlayer</a> class doesn't do the actual drawing of the fade-out effect on the screen, we merely store and animate the <a class="normal" href="CastlePlayer.TPlayer.html#FadeOutColor">FadeOutColor</a> and <a class="normal" href="CastlePlayer.TPlayer.html#FadeOutIntensity">FadeOutIntensity</a> properties. To draw the effect, use a procedure like <a class="normal" href="CastleGLUtils.html#GLFadeRectangle">GLFadeRectangle</a> inside your 2D controls drawing code, see engine tutorial for example.</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="Attack"></a><code>procedure <b>Attack</b>; 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="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
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).
<p>Overloaded parameterless version reads from file <code><a class="normal" href="CastleFilesUtils.html#ApplicationData">ApplicationData</a>('player.xml')</code>.
<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.
<p>It is Ok to call this multiple times, at any moment. This way you can make some debug command to reload player.xml file, very useful to test various player properties without restarting the game.
<p></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="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(const URL: string);</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="Ground"></a><code>function <b>Ground</b>: <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</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="LevelChanged"></a><code>procedure <b>LevelChanged</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="SegmentCollision"></a><code>function <b>SegmentCollision</b>(const Pos1, Pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>; const ALineOfSight: boolean): boolean; 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="Sphere"></a><code>function <b>Sphere</b>(out Radius: Single): boolean; 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="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>
<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="Flying"></a><code>property <b>Flying</b>: boolean read FFlying write SetFlying;</code></td>
</tr>
<tr><td colspan="2">
<p>
Flying. How it interacts with <a class="normal" href="CastlePlayer.TPlayer.html#FlyingTimeOut">FlyingTimeout</a>: Setting this property to any value removes any timeout set by <a class="normal" href="CastlePlayer.TPlayer.html#FlyingTimeOut">FlyingTimeout</a>. That is, setting this to <code>True</code> makes player fly indefinitely, and setting this to <code>False</code> makes player stop flying (regardless if flying was initialized by <code>Flying := true</code> or <code><a class="normal" href="CastlePlayer.TPlayer.html#FlyingTimeOut">FlyingTimeout</a></code>).</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="FlyingTimeOut"></a><code>property <b>FlyingTimeOut</b>: <a href="CastleTimeUtils.html#TFloatTime">TFloatTime</a> read FFlyingTimeOut write SetFlyingTimeOut;</code></td>
</tr>
<tr><td colspan="2">
<p>
Set this to something > 0 to start flying for a given number of seconds. The <a class="normal" href="CastlePlayer.TPlayer.html#Flying">Flying</a> property will also change to <code>True</code> for this time. It will automatically change back to <code>False</code> after given number of seconds (you can also always just manually switch <a class="normal" href="CastlePlayer.TPlayer.html#Flying">Flying</a> back to <code>False</code>).
<p>Set this only with value > 0.
<p>When this is > 0 it means flying with a timeout (always <a class="normal" href="CastlePlayer.TPlayer.html#Flying">Flying</a> = <code>True</code> then), otherwise it's = 0 (which means were not flying, or flying indefinitely long, depending on <a class="normal" href="CastlePlayer.TPlayer.html#Flying">Flying</a>).</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="EquippedWeapon"></a><code>property <b>EquippedWeapon</b>: <a href="CastleItems.TItemWeapon.html">TItemWeapon</a> read FEquippedWeapon write SetEquippedWeapon;</code></td>
</tr>
<tr><td colspan="2">
<p>
Weapon the player is using right now, or nil if none.
<p>You can set this property only to some item existing on Inventory. When you drop the current weapon, DeleteItem will automatically set this to <code>Nil</code>.
<p>When setting this property (to nil or non-nil) player may get GameMessage about using/not using a weapon.</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="FadeOutColor"></a><code>property <b>FadeOutColor</b>: <a href="CastleColors.html#TCastleColor">TCastleColor</a> read FFadeOutColor;</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="FadeOutIntensity"></a><code>property <b>FadeOutIntensity</b>: Single read FFadeOutIntensity;</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="Swimming"></a><code>property <b>Swimming</b>: <a href="CastlePlayer.html#TPlayerSwimming">TPlayerSwimming</a> read FSwimming write SetSwimming;</code></td>
</tr>
<tr><td colspan="2">
<p>
You should set this property as appropriate. This object will just use this property (changing it's Camera properties etc.).</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="InventoryCurrentItem"></a><code>property <b>InventoryCurrentItem</b>: Integer
read FInventoryCurrentItem write FInventoryCurrentItem
default -1;</code></td>
</tr>
<tr><td colspan="2">
<p>
Currently selected inventory item.
<p>Note: while we try to always sensibly update <code>InventoryCurrentItem</code>, to keep the assumptions that </p>
<ol class="paragraph_spacing">
<li value="1"><p>Inventory.Count = 0 => <code>InventoryCurrentItem</code> = -1</p></li>
<li value="2"><p>Inventory.Count > 0 => <code>InventoryCurrentItem</code> between 0 and Inventory.Count - 1</p></li>
</ol>
<p>
<p>but you should <i>nowhere</i> depend on these assuptions. That's because I want to allow myself freedom to modify Inventory in various situations, so <code>InventoryCurrentItem</code> can become invalid in many situations.
<p>So every code should check that </p>
<ul class="paragraph_spacing">
<li><p>If <code>InventoryCurrentItem</code> between 0 and Inventory.Count - 1 then <code>InventoryCurrentItem</code> is selected</p></li>
<li><p>Else no item is selected (possibly Inventory.Count = 0, possibly not)</p></li>
</ul>
<p></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="InventoryVisible"></a><code>property <b>InventoryVisible</b>: boolean
read FInventoryVisible write FInventoryVisible default false;</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="SickProjectionSpeed"></a><code>property <b>SickProjectionSpeed</b>: Single
read FSickProjectionSpeed write FSickProjectionSpeed
default <a href="CastlePlayer.TPlayer.html#DefaultSickProjectionSpeed">DefaultSickProjectionSpeed</a>;</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="CollidesWithMoving"></a><code>property <b>CollidesWithMoving</b> default true;</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="Blocked"></a><code>property <b>Blocked</b>: boolean read FBlocked write FBlocked;</code></td>
</tr>
<tr><td colspan="2">
<p>
Disables changing the camera by user. It's useful when you want to temporarily force camera to some specific setting (you can even use handy Player.Camera.AnimateTo method to do this easily, see TWalkCamera.AnimateTo).</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="RenderOnTop"></a><code>property <b>RenderOnTop</b>: boolean read FRenderOnTop write FRenderOnTop
default <a href="CastlePlayer.TPlayer.html#DefaultRenderOnTop">DefaultRenderOnTop</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Render 3D children (like <a class="normal" href="CastlePlayer.TPlayer.html#EquippedWeapon">EquippedWeapon</a>) on top of everything else.</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="FallMinHeightToSound"></a><code>property <b>FallMinHeightToSound</b>: Single
read FFallMinHeightToSound write FFallMinHeightToSound default <a href="Castle3D.html#DefaultPlayerFallMinHeightToSound">DefaultPlayerFallMinHeightToSound</a>;</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="FallMinHeightToDamage"></a><code>property <b>FallMinHeightToDamage</b>: Single
read FFallMinHeightToDamage write FFallMinHeightToDamage default <a href="Castle3D.html#DefaultFallMinHeightToDamage">DefaultFallMinHeightToDamage</a>;</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="FallDamageScaleMin"></a><code>property <b>FallDamageScaleMin</b>: Single
read FFallDamageScaleMin write FFallDamageScaleMin default <a href="Castle3D.html#DefaultFallDamageScaleMin">DefaultFallDamageScaleMin</a>;</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="FallDamageScaleMax"></a><code>property <b>FallDamageScaleMax</b>: Single
read FFallDamageScaleMax write FFallDamageScaleMax default <a href="Castle3D.html#DefaultFallDamageScaleMax">DefaultFallDamageScaleMax</a>;</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="FallSound"></a><code>property <b>FallSound</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFallSound write FFallSound;</code></td>
</tr>
<tr><td colspan="2">
<p>
Sound when falling. The default is the sound named 'player_fall'.</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="HeadBobbing"></a><code>property <b>HeadBobbing</b>: Single
read FHeadBobbing write FHeadBobbing default <a href="CastleCameras.TWalkCamera.html#DefaultHeadBobbing">TWalkCamera.DefaultHeadBobbing</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Controls head bobbing, but only when player is walking. See <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbing">TWalkCamera.HeadBobbing</a> for exact meaning of this. TPlayer.Camera.HeadBobbing is automatically updated as necessary.
<p>Note that when using <a class="normal" href="CastleLevels.html">CastleLevels</a>, then the <code>headBobbing</code> defined inside VRML/X3D file (see <a href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_head_bobbing">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_head_bobbing</a> ) is ignored. Instead, Player properties control <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbing">TWalkCamera.HeadBobbing</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#HeadBobbingTime">TWalkCamera.HeadBobbingTime</a>.</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="SwimBreath"></a><code>property <b>SwimBreath</b>: Single read FSwimBreath write FSwimBreath default <a href="CastlePlayer.TPlayer.html#DefaultSwimBreath">DefaultSwimBreath</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
How many seconds you can swin before you start to drown.</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="DrownPause"></a><code>property <b>DrownPause</b>: Single read FDrownPause write FDrownPause default <a href="CastlePlayer.TPlayer.html#DefaultDrownPause">DefaultDrownPause</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
How many seconds between each drown event. Drown event makes <a class="normal" href="CastleSoundEngine.html#stPlayerDrowning">stPlayerDrowning</a> sound and causes damage <a class="normal" href="CastlePlayer.TPlayer.html#DrownDamageConst">DrownDamageConst</a> + Random * <a class="normal" href="CastlePlayer.TPlayer.html#DrownDamageRandom">DrownDamageRandom</a>.</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="DrownDamageConst"></a><code>property <b>DrownDamageConst</b>: Single read FDrownDamageConst write FDrownDamageConst default <a href="CastlePlayer.TPlayer.html#DefaultDrownDamageConst">DefaultDrownDamageConst</a>;</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="DrownDamageRandom"></a><code>property <b>DrownDamageRandom</b>: Single read FDrownDamageRandom write FDrownDamageRandom default <a href="CastlePlayer.TPlayer.html#DefaultDrownDamageRandom">DefaultDrownDamageRandom</a>;</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="SwimSoundPause"></a><code>property <b>SwimSoundPause</b>: Single read FSwimSoundPause write FSwimSoundPause default <a href="CastlePlayer.TPlayer.html#DefaultSwimSoundPause">DefaultSwimSoundPause</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Pause, in seconds, between playing <a class="normal" href="CastleSoundEngine.html#stPlayerSwimming">stPlayerSwimming</a> sound. This should be something that is not easily synchronized with SwimDrownPause.</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> default DefaultPlayerKnockBackSpeed;</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="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="EnableCameraDragging"></a><code>property <b>EnableCameraDragging</b>: boolean
read FEnableCameraDragging write SetEnableCameraDragging default false;</code></td>
</tr>
<tr><td colspan="2">
<p>
Enable camera navigation by dragging. This results in including ciMouseDragging in <a class="normal" href="CastleCameras.TCamera.html#Input">TCamera.Input</a> (when player is not <a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a> or <a class="normal" href="CastlePlayer.TPlayer.html#Blocked">Blocked</a>).</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 04:43:10</em>
</span>
</td></tr></table></body></html>
|