The player's armed spaceship deployed against the dangerous rocks.
Derived Sprite with Updatable giving it movement and fully automatic fireing of rockets.
View code on GitHub
Inheritance Hierarchy
DeltaEngine.Entities Entity
DeltaEngine.Entities DrawableEntity
DeltaEngine.Rendering2D Entity2D
DeltaEngine.Rendering2D HierarchyEntity2D
DeltaEngine.Rendering2D Sprite
Asteroids PlayerShip
Namespace: Asteroids
Assembly: Asteroids (in Asteroids.exe) Version: 1.1.1.0 (1.1.1)
Syntax
The PlayerShip type exposes the following members.
Constructors
Name | Description | |
---|---|---|
PlayerShip | Initializes a new instance of the PlayerShip class |
Methods
Extension Methods
Name | Description | |
---|---|---|
AffixToPhysics | (Defined by Entity2DPhysicsExtensions.) | |
StartBouncingOffScreenEdges | (Defined by Entity2DExtensions.) | |
StartFalling | (Defined by Entity2DExtensions.) | |
StartMoving | (Defined by Entity2DExtensions.) | |
StartMovingUV | (Defined by Entity2DExtensions.) | |
StartRotating | (Defined by Entity2DExtensions.) |
Fields
Name | Description | |
---|---|---|
components | (Inherited from Entity.) | |
lastTickLerpComponents |
Each element can either be a Lerp, a Lerp List or an array of Lerp objects.
View code on GitHub (Inherited from DrawableEntity.) |
Properties
Name | Description | |
---|---|---|
Alpha | (Inherited from Entity2D.) | |
BlendMode | (Inherited from Sprite.) | |
Center | (Inherited from Entity2D.) | |
Children | (Inherited from HierarchyEntity2D.) | |
Color | (Inherited from Entity2D.) | |
CurrentFrame | (Inherited from Sprite.) | |
DidFootprintChange | (Inherited from Entity2D.) | |
DrawArea | (Inherited from Entity2D.) | |
Elapsed | (Inherited from Sprite.) | |
FlipMode | (Inherited from Sprite.) | |
IsActive | (Inherited from HierarchyEntity2D.) | |
IsFiring | ||
IsPauseable | (Inherited from Entity.) | |
IsPlaying | (Inherited from Sprite.) | |
IsVisible | (Inherited from DrawableEntity.) | |
LastColor | (Inherited from Entity2D.) | |
LastDrawArea | (Inherited from Entity2D.) | |
LastUV | (Inherited from Sprite.) | |
Material | (Inherited from Sprite.) | |
NumberOfComponents | (Inherited from Entity.) | |
Parent | (Inherited from HierarchyEntity2D.) | |
RelativePosition | (Inherited from HierarchyEntity2D.) | |
RelativeRotation | (Inherited from HierarchyEntity2D.) | |
RenderLayer | (Inherited from DrawableEntity.) | |
Rotation | (Inherited from Entity2D.) | |
RotationCenter | (Inherited from Entity2D.) | |
Size | (Inherited from Entity2D.) | |
TopLeft | (Inherited from Entity2D.) | |
UpdatePriority | (Inherited from Entity.) | |
UV | (Inherited from Sprite.) |
Events
Name | Description | |
---|---|---|
AnimationEnded | (Inherited from Sprite.) | |
ProjectileFired |
Remarks
Examples
[Test, CloseAfterFirstFrame] public void Accelerate() { Vector2D originalVelocity = playerShip.Get<Velocity2D>().Velocity; playerShip.ShipAccelerate(); Assert.AreNotEqual(originalVelocity, playerShip.Get<Velocity2D>().Velocity); }
[Test, CloseAfterFirstFrame] public void TurnChangesAngleCorrectly() { float originalAngle = playerShip.Rotation; playerShip.SteerLeft(); Assert.Less(playerShip.Rotation, originalAngle); originalAngle = playerShip.Rotation; playerShip.SteerRight(); Assert.Greater(playerShip.Rotation, originalAngle); }
[Test, CloseAfterFirstFrame] public void FireRocket() { if(IsMockResolver) return; //ncrunch: no coverage start bool firedRocket = false; playerShip.ProjectileFired += () => { firedRocket = true; }; playerShip.IsFiring = true; AdvanceTimeAndUpdateEntities(1f); Assert.IsTrue(firedRocket); } //ncrunch: no coverage end
See Also