BrawlerAGD BrawlerAGD 0.0.0 ALPHA
An Automated Game Designer (AGD) Used for Creating Brawler Fighting Games. An Automated Game Designer for Brawler Video Games
Player Class Reference
Inheritance diagram for Player:

Public Types

enum  PlayerState {
  idle , air , airJumpsExhausted , warmUp ,
  attack , coolDown , landing , stun
}
 STATE MANAGEMENT: TODO: Refactor to separate classes eventually. More...
 

Public Member Functions

void jump ()
 PLAYER ACTIONS. More...
 
void moveRight ()
 
void moveLeft ()
 
void performMove (Move move)
 
void respawn ()
 
void destroy ()
 
void InitializePlayerFromSerializedObj (SerializedPlayer serializedPlayer, Vector2 spawnLoc)
 Assignment of values from the Serialized Object. More...
 
void InitializeMoveFromSerializedObj (SerializedMove serializedMove)
 Creates a move object in the player according to the player's relative position, then calls move instantiate to complete. More...
 

Public Attributes

ArenaManager arenaManager
 ARENA MANAGEMENT REFERENCE. More...
 
Rigidbody2D rb
 COMPONENT DECLARATION. More...
 
SpriteRenderer sr
 
BoxCollider2D bc
 
CapsuleCollider2D cc
 
Move move
 PREFAB DECLARATION. More...
 
float groundAcceleration = 2
 PLAYER MECHANICS: These track the characteristics of a specific character instance at any given point. More...
 
float airAcceleration = 1
 
float maxGroundSpeed = 4
 
float maxAirSpeed = 2
 
float groundJumpForce = 3
 
float airJumpForce = 3
 
Vector2 respawnLoc = new Vector2(0, 0)
 
float stocks = 3f
 
float hitstunDamageScalar = 0.1f
 
Move move1
 PLAYER MOVESET: these instance variables will be used to manage the generated moves of a player. More...
 
bool isGrounded
 ENGINE PARAMETERS: Parameters used for internal logic or defined rules in our design space. More...
 
bool jumpsExhausted
 
float damage = 0
 
bool isInvincible = false
 
int spriteIndex = 0
 
Text playerDetails
 
Text notifications
 
string playerName = "Lorem"
 
float totalDamage = 0
 TRACKING NUMBERS FOR EVALUATION* Number of Hits Received Total Damage Taken Number of Recovery Transitions. More...
 
float totalRecoveryStateTransition = 0
 
float totalHitsReceived = 0
 
Controller controller
 
GameObject sign
 
bool isDummy = false
 
PlayerState state = PlayerState.idle
 

Member Enumeration Documentation

◆ PlayerState

STATE MANAGEMENT: TODO: Refactor to separate classes eventually.

Enumerator
idle 
air 
airJumpsExhausted 
warmUp 
attack 
coolDown 
landing 
stun 

Member Function Documentation

◆ destroy()

void Player.destroy ( )

◆ InitializeMoveFromSerializedObj()

void Player.InitializeMoveFromSerializedObj ( SerializedMove  serializedMove)

Creates a move object in the player according to the player's relative position, then calls move instantiate to complete.

◆ InitializePlayerFromSerializedObj()

void Player.InitializePlayerFromSerializedObj ( SerializedPlayer  serializedPlayer,
Vector2  spawnLoc 
)

Assignment of values from the Serialized Object.

TODO: Static evaluators See player object for detailed field information TODO: Move to player

◆ jump()

void Player.jump ( )

PLAYER ACTIONS.

◆ moveLeft()

void Player.moveLeft ( )

◆ moveRight()

void Player.moveRight ( )

◆ performMove()

void Player.performMove ( Move  move)

◆ respawn()

void Player.respawn ( )

Member Data Documentation

◆ airAcceleration

float Player.airAcceleration = 1

◆ airJumpForce

float Player.airJumpForce = 3

◆ arenaManager

ArenaManager Player.arenaManager

ARENA MANAGEMENT REFERENCE.

◆ bc

BoxCollider2D Player.bc

◆ cc

CapsuleCollider2D Player.cc

◆ controller

Controller Player.controller

◆ damage

float Player.damage = 0

◆ groundAcceleration

float Player.groundAcceleration = 2

PLAYER MECHANICS: These track the characteristics of a specific character instance at any given point.

Changing these parameters will alter the movement abilities of players.

◆ groundJumpForce

float Player.groundJumpForce = 3

◆ hitstunDamageScalar

float Player.hitstunDamageScalar = 0.1f

◆ isDummy

bool Player.isDummy = false

◆ isGrounded

bool Player.isGrounded

ENGINE PARAMETERS: Parameters used for internal logic or defined rules in our design space.

◆ isInvincible

bool Player.isInvincible = false

◆ jumpsExhausted

bool Player.jumpsExhausted

◆ maxAirSpeed

float Player.maxAirSpeed = 2

◆ maxGroundSpeed

float Player.maxGroundSpeed = 4

◆ move

Move Player.move

PREFAB DECLARATION.

◆ move1

Move Player.move1

PLAYER MOVESET: these instance variables will be used to manage the generated moves of a player.

◆ notifications

Text Player.notifications

◆ playerDetails

Text Player.playerDetails

◆ playerName

string Player.playerName = "Lorem"

◆ rb

Rigidbody2D Player.rb

COMPONENT DECLARATION.

◆ respawnLoc

Vector2 Player.respawnLoc = new Vector2(0, 0)

◆ sign

GameObject Player.sign

◆ spriteIndex

int Player.spriteIndex = 0

◆ sr

SpriteRenderer Player.sr

◆ state

PlayerState Player.state = PlayerState.idle

◆ stocks

float Player.stocks = 3f

◆ totalDamage

float Player.totalDamage = 0

TRACKING NUMBERS FOR EVALUATION* Number of Hits Received Total Damage Taken Number of Recovery Transitions.

◆ totalHitsReceived

float Player.totalHitsReceived = 0

◆ totalRecoveryStateTransition

float Player.totalRecoveryStateTransition = 0

The documentation for this class was generated from the following file: