Castle Game Engine: CastlePlayer: Class TPlayer

# Class TPlayer
Description | Hierarchy | Fields | Methods | Properties
## Unit CastlePlayer ## Declaration `type TPlayer = class(T3DAliveWithInventory)` ## Description Player, 3D object controlling the camera, main enemy of hostile creatures, carries a backpack, may cause fadeout effects on screen and such. Note that you can operate on player even before level is loaded, before TCastleSceneManager 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. Dead or Blocked 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. Do not do some stuff when player is dead: No calling PickItem, DropItem, UseItem. No increasing Life (further decreasing Life is OK). This implies that once Player is Dead, (s)he cannot be alive again. No changing EquippedWeapon, no calling Attack. Note that every player, just like every T3DOrient actually, has an associated and magically synchronized T3DOrient.Camera instance. Ancestor T3DOrient only takes care about synchronizing the view vectors (position, direciton, up) and doesn't care about camera otherwise. We synchronize more in `TPlayer` class: Flying is synchronized with TWalkCamera.Gravity. Various camera inputs are automatically adjusted based on current player state (Dead, Blocked) and global PlayerInput_Xxx values, like PlayerInput_Forward. The outside code may still directly access and change many camera properties. Camera view vectors (position, direciton, up), TWalkCamera.PreferredHeight, TWalkCamera.RotationHorizontalSpeed TWalkCamera.RotationVerticalSpeed. In fact, it's Ok to call TWalkCamera.Init, and it's Ok to assign this Camera to TCastleSceneManager.Camera, and TGameSceneManager.LoadLevel does this automatically. So scene manager will update Camera.ProjectionMatrix, call camera events like TCamera.Press, TCamera.Update and such.) ## Hierarchy TComponent T3D T3DList T3DCustomTransform T3DOrient T3DAlive T3DAliveWithInventory TPlayer ## Overview ### Fields
| `DefaultMoveHorizontalSpeed: Single;`
| `DefaultMoveVerticalSpeed: Single;`
| `DefaultPreferredHeight: Single;`
| `internal const DefaultLife = 100;`
| `internal const DefaultSickProjectionSpeed = 2.0;`
| `internal const DefaultRenderOnTop = true;`
| `internal const DefaultPlayerKnockBackSpeed = 20.0;`
| `internal const DefaultSwimBreath = 30.0;`
| `internal const DefaultDrownPause = 5.0;`
| `internal const DefaultDrownDamageConst = 5.0;`
| `internal const DefaultDrownDamageRandom = 10.0;`
| `internal const DefaultSwimSoundPause = 3.11111111;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `function PickItemUpdate(var Item: TInventoryItem): Integer; override;`
| `function DropItem(const Index: Integer): TItemOnWorld; override;`
| `function DropCurrentItem: TItemOnWorld;`
| `procedure UseItem(const Index: Integer); override;`
| `procedure UseCurrentItem;`
| `procedure ChangeInventoryCurrentItem(Change: Integer);`
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `function Middle: TVector3Single; override;`
| `procedure FadeOut(const Color: TVector3Single);`
| `procedure Attack; virtual;`
| `procedure LoadFromFile;`
| `procedure LoadFromFile(const URL: string);`
| `function Ground: PTriangle;`
| `procedure LevelChanged;`
| `function SegmentCollision(const Pos1, Pos2: TVector3Single; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc; const ALineOfSight: boolean): boolean; override;`
| `function Sphere(out Radius: Single): boolean; override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
### Properties
| `property Flying: boolean read FFlying write SetFlying;`
| `property FlyingTimeOut: TFloatTime read FFlyingTimeOut write SetFlyingTimeOut;`
| `property EquippedWeapon: TItemWeapon read FEquippedWeapon write SetEquippedWeapon;`
| `property FadeOutColor: TVector3Single read FFadeOutColor;`
| `property FadeOutIntensity: Single read FFadeOutIntensity;`
| `property Swimming: TPlayerSwimming read FSwimming write SetSwimming;`
| `property InventoryCurrentItem: Integer read FInventoryCurrentItem write FInventoryCurrentItem default -1;`
| `property InventoryVisible: boolean read FInventoryVisible write FInventoryVisible default false;`
| `property SickProjectionSpeed: Single read FSickProjectionSpeed write FSickProjectionSpeed default DefaultSickProjectionSpeed;`
| `property CollidesWithMoving default true;`
| `property Blocked: boolean read FBlocked write FBlocked;`
| `property RenderOnTop: boolean read FRenderOnTop write FRenderOnTop default DefaultRenderOnTop;`
| `property FallMinHeightToSound: Single read FFallMinHeightToSound write FFallMinHeightToSound default DefaultPlayerFallMinHeightToSound;`
| `property FallMinHeightToDamage: Single read FFallMinHeightToDamage write FFallMinHeightToDamage default DefaultFallMinHeightToDamage;`
| `property FallDamageScaleMin: Single read FFallDamageScaleMin write FFallDamageScaleMin default DefaultFallDamageScaleMin;`
| `property FallDamageScaleMax: Single read FFallDamageScaleMax write FFallDamageScaleMax default DefaultFallDamageScaleMax;`
| `property FallSound: TSoundType read FFallSound write FFallSound;`
| `property HeadBobbing: Single read FHeadBobbing write FHeadBobbing default TWalkCamera.DefaultHeadBobbing;`
| `property SwimBreath: Single read FSwimBreath write FSwimBreath default DefaultSwimBreath;`
| `property DrownPause: Single read FDrownPause write FDrownPause default DefaultDrownPause;`
| `property DrownDamageConst: Single read FDrownDamageConst write FDrownDamageConst default DefaultDrownDamageConst;`
| `property DrownDamageRandom: Single read FDrownDamageRandom write FDrownDamageRandom default DefaultDrownDamageRandom;`
| `property SwimSoundPause: Single read FSwimSoundPause write FSwimSoundPause default DefaultSwimSoundPause;`
| `property KnockBackSpeed default DefaultPlayerKnockBackSpeed;`
## Description ### Fields
| `DefaultMoveHorizontalSpeed: Single;`
Various navigation properties that may depend on loaded level.
| `DefaultMoveVerticalSpeed: Single;`
| `DefaultPreferredHeight: Single;`
| `internal const DefaultLife = 100;`
| `internal const DefaultSickProjectionSpeed = 2.0;`
| `internal const DefaultRenderOnTop = true;`
| `internal const DefaultPlayerKnockBackSpeed = 20.0;`
| `internal const DefaultSwimBreath = 30.0;`
| `internal const DefaultDrownPause = 5.0;`
| `internal const DefaultDrownDamageConst = 5.0;`
| `internal const DefaultDrownDamageRandom = 10.0;`
| `internal const DefaultSwimSoundPause = 3.11111111;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `function PickItemUpdate(var Item: TInventoryItem): Integer; override;`
Add Item to inventory, updating player InventoryCurrentItem, making suitable notification and sound.
| `function DropItem(const Index: Integer): TItemOnWorld; override;`
Drop item from inventory, updating player InventoryCurrentItem, making suitable notification and sound.
| `function DropCurrentItem: TItemOnWorld;`
| `procedure UseItem(const Index: Integer); override;`
Use an item from inventory. You can pass Index that is out of range (or call UseCurrentItem when InventoryCurrentItem = -1), it will then show a notification (by CastleGameNotifications unit) that nothing is selected.
| `procedure UseCurrentItem;`
| `procedure ChangeInventoryCurrentItem(Change: Integer);`
Change InventoryCurrentItem, cycling, and automatically showing the inventory afterwards (if it's not empty). Note that you can also always directly change InventoryCurrentItem property.
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `function Middle: TVector3Single; override;`
| `procedure FadeOut(const Color: TVector3Single);`
Cause a fade-out effect on the screen, tinting the screen to the given Color. The TPlayer class doesn't do the actual drawing of the fade-out effect on the screen, we merely store and animate the FadeOutColor and FadeOutIntensity properties. To draw the effect, use a procedure like GLFadeRectangle inside your 2D controls drawing code, see engine tutorial for example.
| `procedure Attack; virtual;`
| `procedure LoadFromFile;`
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). Overloaded parameterless version reads from file `ApplicationData('player.xml')`. 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. 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.
| `procedure LoadFromFile(const URL: string);`
| `function Ground: PTriangle;`
| `procedure LevelChanged;`
| `function SegmentCollision(const Pos1, Pos2: TVector3Single; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc; const ALineOfSight: boolean): boolean; override;`
| `function Sphere(out Radius: Single): boolean; override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
### Properties
| `property Flying: boolean read FFlying write SetFlying;`
Flying. How it interacts with FlyingTimeout: Setting this property to any value removes any timeout set by FlyingTimeout. That is, setting this to `True` makes player fly indefinitely, and setting this to `False` makes player stop flying (regardless if flying was initialized by `Flying := true` or `FlyingTimeout`).
| `property FlyingTimeOut: TFloatTime read FFlyingTimeOut write SetFlyingTimeOut;`
Set this to something > 0 to start flying for a given number of seconds. The Flying property will also change to `True` for this time. It will automatically change back to `False` after given number of seconds (you can also always just manually switch Flying back to `False`). Set this only with value > 0. When this is > 0 it means flying with a timeout (always Flying = `True` then), otherwise it's = 0 (which means were not flying, or flying indefinitely long, depending on Flying).
| `property EquippedWeapon: TItemWeapon read FEquippedWeapon write SetEquippedWeapon;`
Weapon the player is using right now, or nil if none. You can set this property only to some item existing on Inventory. When you drop the current weapon, DeleteItem will automatically set this to `Nil`. When setting this property (to nil or non-nil) player may get GameMessage about using/not using a weapon.
| `property FadeOutColor: TVector3Single read FFadeOutColor;`
| `property FadeOutIntensity: Single read FFadeOutIntensity;`
| `property Swimming: TPlayerSwimming read FSwimming write SetSwimming;`
You should set this property as appropriate. This object will just use this property (changing it's Camera properties etc.).
| `property InventoryCurrentItem: Integer read FInventoryCurrentItem write FInventoryCurrentItem default -1;`
Currently selected inventory item. Note: while we try to always sensibly update `InventoryCurrentItem`, to keep the assumptions that Inventory.Count = 0 => `InventoryCurrentItem` = -1 Inventory.Count > 0 => `InventoryCurrentItem` between 0 and Inventory.Count - 1 but you should nowhere depend on these assuptions. That's because I want to allow myself freedom to modify Inventory in various situations, so `InventoryCurrentItem` can become invalid in many situations. So every code should check that If `InventoryCurrentItem` between 0 and Inventory.Count - 1 then `InventoryCurrentItem` is selected Else no item is selected (possibly Inventory.Count = 0, possibly not)
| `property InventoryVisible: boolean read FInventoryVisible write FInventoryVisible default false;`
| `property SickProjectionSpeed: Single read FSickProjectionSpeed write FSickProjectionSpeed default DefaultSickProjectionSpeed;`
| `property CollidesWithMoving default true;`
| `property Blocked: boolean read FBlocked write FBlocked;`
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).
| `property RenderOnTop: boolean read FRenderOnTop write FRenderOnTop default DefaultRenderOnTop;`
Render 3D children (like EquippedWeapon) on top of everything else.
| `property FallMinHeightToSound: Single read FFallMinHeightToSound write FFallMinHeightToSound default DefaultPlayerFallMinHeightToSound;`
| `property FallMinHeightToDamage: Single read FFallMinHeightToDamage write FFallMinHeightToDamage default DefaultFallMinHeightToDamage;`
| `property FallDamageScaleMin: Single read FFallDamageScaleMin write FFallDamageScaleMin default DefaultFallDamageScaleMin;`
| `property FallDamageScaleMax: Single read FFallDamageScaleMax write FFallDamageScaleMax default DefaultFallDamageScaleMax;`
| `property FallSound: TSoundType read FFallSound write FFallSound;`
Sound when falling. The default is the sound named 'player_fall'.
| `property HeadBobbing: Single read FHeadBobbing write FHeadBobbing default TWalkCamera.DefaultHeadBobbing;`
Controls head bobbing, but only when player is walking. See TWalkCamera.HeadBobbing for exact meaning of this. TPlayer.Camera.HeadBobbing is automatically updated as necessary. Note that when using CastleLevels, then the `headBobbing` defined inside VRML/X3D file (see http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_head_bobbing ) is ignored. Instead, Player properties control TWalkCamera.HeadBobbing and TWalkCamera.HeadBobbingTime.
| `property SwimBreath: Single read FSwimBreath write FSwimBreath default DefaultSwimBreath;`
How many seconds you can swin before you start to drown.
| `property DrownPause: Single read FDrownPause write FDrownPause default DefaultDrownPause;`
How many seconds between each drown event. Drown event makes stPlayerDrowning sound and causes damage DrownDamageConst + Random * DrownDamageRandom.
| `property DrownDamageConst: Single read FDrownDamageConst write FDrownDamageConst default DefaultDrownDamageConst;`
| `property DrownDamageRandom: Single read FDrownDamageRandom write FDrownDamageRandom default DefaultDrownDamageRandom;`
| `property SwimSoundPause: Single read FSwimSoundPause write FSwimSoundPause default DefaultSwimSoundPause;`
Pause, in seconds, between playing stPlayerSwimming sound. This should be something that is not easily synchronized with SwimDrownPause.
| `property KnockBackSpeed default DefaultPlayerKnockBackSpeed;`
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