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void | reset () |
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void | Camera (int x, int y, int w, int h) |
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Rect | camera () |
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void | playerStop () |
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const Common::String & | playerId () |
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void | playerId (const Common::String &ID, const int &x, const int &y) |
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void | showMap (bool val) |
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bool | showMap () |
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bool | operator() (int i, int j) |
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void | calcProperties (pyrodactyl::event::Info &info) |
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void | load (const Common::Path &filename, pyrodactyl::event::Info &info, pyrodactyl::event::TriggerSet &gameOver, const int &playerX=-1, const int &playerY=-1) |
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void | loadMoves (const Common::Path &filename) |
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void | loadConst (const Common::Path &filename) |
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void | calcTrigCollide (pyrodactyl::event::Info &info) |
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bool | containsClick (const Common::String &id, const Common::Event &event) |
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pyrodactyl::anim::Sprite * | getSprite (const Common::String &id) |
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void | handleEvents (pyrodactyl::event::Info &info, const Common::Event &event) |
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LevelResult | internalEvents (pyrodactyl::event::Info &info, Common::Array< pyrodactyl::event::EventResult > &result, Common::Array< pyrodactyl::event::EventSeqInfo > &endSeq, bool eventInProgress) |
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void | preDraw () |
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void | preDrawObjects (Graphics::ManagedSurface *surf) |
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void | draw (pyrodactyl::event::Info &info) |
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void | saveState (rapidxml::xml_document<> &doc, rapidxml::xml_node< char > *root) |
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void | loadState (rapidxml::xml_node< char > *node) |
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void | setUI () |
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The documentation for this class was generated from the following file: