#include <evilfish.h>
Public Types | |
enum | Direction { kDirectionLeft = 0, kDirectionRight = 1 } |
Public Types inherited from Gob::ANIObject | |
enum | Mode { kModeContinuous, kModeOnce } |
Public Member Functions | |
EvilFish (const ANIFile &ani, uint16 screenWidth, uint16 animSwimLeft, uint16 animSwimRight, uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie) | |
void | enter (Direction from, int16 y) |
void | leave () |
void | die () |
void | advance () override |
void | mutate (uint16 animSwimLeft, uint16 animSwimRight, uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie) |
bool | isDead () 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 |
An "evil" fish in Geisha's "Diving" minigame.
void Gob::Geisha::EvilFish::enter | ( | Direction | from, |
int16 | y | ||
) |
Enter from this direction / screen edge.
void Gob::Geisha::EvilFish::leave | ( | ) |
Leave the screen in the current direction.
void Gob::Geisha::EvilFish::die | ( | ) |
Kill the fish.
|
overridevirtual |
Advance the animation to the next frame.
Reimplemented from Gob::ANIObject.
void Gob::Geisha::EvilFish::mutate | ( | uint16 | animSwimLeft, |
uint16 | animSwimRight, | ||
uint16 | animTurnLeft, | ||
uint16 | animTurnRight, | ||
uint16 | animDie | ||
) |
Change the fish's animations, effectively making it a different fish type.
bool Gob::Geisha::EvilFish::isDead | ( | ) | const |
Is the fish dead?