ScummVM API documentation
Gob::Geisha::Oko Class Reference

#include <oko.h>

Inheritance diagram for Gob::Geisha::Oko:
Gob::ANIObject Gob::BackBuffer

Public Types

enum  State {
  kStateEnter, kStateSwim, kStateSink, kStateRaise,
  kStateBreathe, kStatePick, kStateHurt, kStateDead
}
 
- Public Types inherited from Gob::ANIObject
enum  Mode { kModeContinuous, kModeOnce }
 

Public Member Functions

 Oko (const ANIFile &ani, Sound &sound, SoundDesc &breathe)
 
void advance () override
 
void sink ()
 
void raise ()
 
void hurt ()
 
void die ()
 
State getState () const
 
bool isBreathing () const
 
bool isMoving () const
 
- Public Member Functions inherited from Gob::ANIObject
 ANIObject (const ANIFile &ani)
 
 ANIObject (const CMPFile &cmp)
 
void setVisible (bool visible)
 
bool isVisible () const
 
void setPause (bool pause)
 
bool isPaused () const
 
void setMode (Mode mode)
 
virtual void setPosition ()
 
virtual void setPosition (int16 x, int16 y)
 
void getPosition (int16 &x, int16 &y) const
 
void getFramePosition (int16 &x, int16 &y, uint16 n=0) const
 
void getFrameSize (int16 &width, int16 &height, uint16 n=0) const
 
bool isIn (int16 x, int16 y) const
 
bool isIn (const ANIObject &obj) const
 
void setAnimation (uint16 animation)
 
void rewind ()
 
void setFrame (uint16 frame)
 
uint16 getAnimation () const
 
uint16 getFrame () const
 
bool lastFrame () const
 
virtual bool draw (Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom)
 
virtual bool clear (Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom)
 

Additional Inherited Members

- Protected Member Functions inherited from Gob::BackBuffer
void trashBuffer ()
 
void resizeBuffer (uint16 width, uint16 height)
 
bool saveScreen (const Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom)
 
bool restoreScreen (Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom)
 
bool hasBuffer () const
 
bool hasSavedBackground () const
 

Detailed Description

Oko, the person you control, in Geisha's "Diving" minigame.

Member Function Documentation

◆ advance()

void Gob::Geisha::Oko::advance ( )
overridevirtual

Advance the animation to the next frame.

Reimplemented from Gob::ANIObject.

◆ sink()

void Gob::Geisha::Oko::sink ( )

Oko should sink a level.

◆ raise()

void Gob::Geisha::Oko::raise ( )

Oko should raise a level.

◆ hurt()

void Gob::Geisha::Oko::hurt ( )

Oko should get hurt.

◆ die()

void Gob::Geisha::Oko::die ( )

Oko should die.


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