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Math::Angle | rotation () const |
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Math::Vector2d & | shake () |
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WalkingCharacter * | followTarget () |
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void | update () |
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Math::Vector3d | transform2Dto3D (Math::Vector3d v) const |
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Math::Vector3d | transform3Dto2D (Math::Vector3d v) const |
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Common::Point | transform3Dto2D (Common::Point p) const |
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void | resetRotationAndScale () |
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void | setRoomBounds (Common::Point bgSize, int16 bgScale) |
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void | setFollow (WalkingCharacter *target, bool catchUp=false) |
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void | setPosition (Math::Vector2d v) |
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void | setPosition (Math::Vector3d v) |
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void | backup (uint slot) |
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void | restore (uint slot) |
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void | syncGame (Common::Serializer &s) |
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Task * | lerpPos (Process &process, Math::Vector2d targetPos, int32 duration, EasingType easingType) |
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Task * | lerpPos (Process &process, Math::Vector3d targetPos, int32 duration, EasingType easingType) |
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Task * | lerpPosZ (Process &process, float targetPosZ, int32 duration, EasingType easingType) |
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Task * | lerpScale (Process &process, float targetScale, int32 duration, EasingType easingType) |
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Task * | lerpRotation (Process &process, float targetRotation, int32 duration, EasingType easingType) |
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Task * | lerpPosScale (Process &process, Math::Vector3d targetPos, float targetScale, int32 duration, EasingType moveEasingType, EasingType scaleEasingType) |
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Task * | waitToStop (Process &process) |
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Task * | shake (Process &process, Math::Vector2d amplitude, Math::Vector2d frequency, int32 duration) |
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