#include <class.objectmanager.hh>


Public Member Functions | |
| CObject (CSprite *pSprite) | |
| virtual | ~CObject () |
| bool | Frame (Uint8 *keystate, Uint32 iDeltaTime) |
| Do everything that happens between frames. | |
| virtual bool | Interact (CObject *pObj) |
| Interaction trigger. | |
| bool | Logic (Uint8 *keystate, Uint32 iDeltaTime) |
| Updates object logic (the default animations/collisions etc). | |
| bool | CollisionHor (int x, int y, int *iTileY) |
| Collision detection. | |
| bool | CollisionVer (int x, int y, int *iTileX) |
| Collision detection. | |
| bool | RemoveHP (int hp) |
| Remove health points. | |
| void | Remove () |
| Remove the object from the object manager. | |
| void | RemoveAndFree () |
| Remove the object from the object manager and free it's memory. | |
| virtual void | SetAnimStand () |
| Set stand animation. | |
| virtual void | SetAnimMove () |
| Set move animation. | |
| virtual void | SetAnimJump () |
| Set jump animation. | |
| virtual void | SetAnimFall () |
| Set fall animation. | |
| virtual bool | UpdateMovement (Uint8 *keystate, Uint32 iDeltaTime, int iCollisionStatus) |
| Update object movement. | |
| int | Weapon_GetAmmo () |
| Get weapon's ammo amount. | |
| bool | Weapon_AddAmmo (int amount) |
| Add ammo to the weapon. | |
| virtual CPlayer * | CastToPlayer () |
| Cast to player class. | |
| virtual CEnemy * | CastToEnemy () |
| Cast to enemy class. | |
| virtual CWeapon * | CastToWeapon () |
| Cast to weapon class. | |
| virtual CBullet * | CastToBullet () |
| Cast to bullet class. | |
Public Attributes | |
| bool | mbDead |
| int | iLastCollisionStatus |
| Status of the last collision. | |
| CSprite * | mpSprite |
| CVector2D | mvVel |
| Velocity. | |
| CWeapon * | mpWeapon |
| Uint32 | miRemoveHP_Timeout |
| int | miHP |
| Health points. | |
| bool | mbJumpLock |
| Whether jumping is locked or not. | |
Private Member Functions | |
| CObject () | |
| CObject::CObject | ( | ) | [private] |
| CObject::CObject | ( | CSprite * | pSprite | ) |
| CObject::~CObject | ( | ) | [virtual] |
| bool CObject::Frame | ( | Uint8 * | keystate, | |
| Uint32 | iDeltaTime | |||
| ) |
Do everything that happens between frames.
For example: things like logic, animations and collisions.
| bool CObject::Interact | ( | CObject * | pObj | ) | [virtual] |
| bool CObject::Logic | ( | Uint8 * | keystate, | |
| Uint32 | iDeltaTime | |||
| ) |
Updates object logic (the default animations/collisions etc).
| bool CObject::CollisionHor | ( | int | x, | |
| int | y, | |||
| int * | iTileY | |||
| ) |
Collision detection.
| bool CObject::CollisionVer | ( | int | x, | |
| int | y, | |||
| int * | iTileX | |||
| ) |
Collision detection.
| bool CObject::RemoveHP | ( | int | hp | ) |
Remove health points.
| void CObject::Remove | ( | ) |
Remove the object from the object manager.
| void CObject::RemoveAndFree | ( | ) |
Remove the object from the object manager and free it's memory.
| void CObject::SetAnimStand | ( | ) | [virtual] |
| void CObject::SetAnimMove | ( | ) | [virtual] |
| void CObject::SetAnimJump | ( | ) | [virtual] |
| void CObject::SetAnimFall | ( | ) | [virtual] |
| bool CObject::UpdateMovement | ( | Uint8 * | keystate, | |
| Uint32 | iDeltaTime, | |||
| int | iCollisionStatus | |||
| ) | [virtual] |
| int CObject::Weapon_GetAmmo | ( | ) |
Get weapon's ammo amount.
| bool CObject::Weapon_AddAmmo | ( | int | amount | ) |
Add ammo to the weapon.
| bool CObject::mbDead |
Status of the last collision.
Velocity.
| Uint32 CObject::miRemoveHP_Timeout |
| int CObject::miHP |
Health points.
| bool CObject::mbJumpLock |
Whether jumping is locked or not.
1.5.5