#include <oko.h>
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 |
Oko, the person you control, in Geisha's "Diving" minigame.
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overridevirtual |
Advance the animation to the next frame.
Reimplemented from Gob::ANIObject.
void Gob::Geisha::Oko::sink | ( | ) |
Oko should sink a level.
void Gob::Geisha::Oko::raise | ( | ) |
Oko should raise a level.
void Gob::Geisha::Oko::hurt | ( | ) |
Oko should get hurt.
void Gob::Geisha::Oko::die | ( | ) |
Oko should die.