class CaseBombe : public Case

The bomb Case

Inheritance:


Public Methods

CaseBombe(Anim *aniNormal, Anim *aniFin, Bonhomme20 *poseur, Sounder& sounder, int soundId) throw()
Defines entirely the Case : the animations used, the bonhomme who has put the bomb, the Sounder wich manages sounds
bool toBeBlownUp() const throw()
True when fuse is consumed (animation ended)
bool virtual blowable() throw()
Activates the explosion and return true
bool virtual getTraverseMur() const throw()
int virtual getPuissance() const throw()
bool restricted() const throw()
True just before blowing
bool stackable() const throw()
Never
bool virtual traversable(bool force) throw()

Protected Fields

int puissance
bool traverseMur
const int aniNormalId
int step
Bonhomme20* const bonhomme
Sounder* const sounderRef
const int soundIdRef

Protected Methods

int virtual virtualWalk() throw()

Inherited from Case:

Public Methods

virtual void move(int niv, int j, int i, int jMult, int iMult) throw()
virtual void getPos(int& niv, int& j, int& i) const throw()
virtual void action(Bonhomme20& bonhomme) throw()
virtual void tolerantAction(Bonhomme20& bonhomme) throw()
bool virtual haveToActivateUnder() throw()
bool virtual haveToUnactivateUnder() throw()
bool virtual high() const throw()
bool virtual fallable() const throw()
bool virtual paintedUp() throw()

Protected Fields

int niv
int jc
int ic

Inherited from MultiAnim:

Public Methods

void virtual setOn() throw()
void virtual setUppest() throw()
void virtual setTo() throw()
void virtual setUnder() throw()
void virtual setPalette(const PixelPalette& pal) throw()
void virtual paint(WindowPipe& windowPipe) throw()
void virtual reinit() throw()
void virtual keyAction(const Key& key) throw()
int virtual add(Anim& anim) throw()
void virtual on(int id) throw(Exception)
Anim* getAnim(int id) throw(Exception)
void virtual setColor(Pixel col) throw()
void virtual restoreColor() throw()
int getCurrent() throw()
void getSize(int& j, int& i) const throw()

Protected Fields

Anim** tab
int length
Tji pos
Anim* activeAnim
Pixel color
bool colored
bool _on
bool to
bool under
const PixelPalette* pal
int currentAnim
bool uppest

Inherited from Pageable:


Inherited from Walkable:

Public Methods

int walk() throw(Exception)
int getSlow() const throw()
virtual void setSlow(int slow) throw()

Protected Fields

int s
int t
int returnWalk

Inherited from Paintable:


Inherited from Reinitable:


Inherited from Keyable:


Inherited from Activable:

Public Methods

void virtual activate() throw()
void virtual unactivate() throw()
bool virtual isActive() const throw()

Protected Fields

bool active

Inherited from Movable:


Documentation

The bomb Case. It explodes on a call to 'blowable'. It produces a bomb sound on the Sounder. It is printed via the Anim class.
int puissance

bool traverseMur

const int aniNormalId

int step

Bonhomme20* const bonhomme

Sounder* const sounderRef

const int soundIdRef

int virtual virtualWalk() throw()

CaseBombe(Anim *aniNormal, Anim *aniFin, Bonhomme20 *poseur, Sounder& sounder, int soundId) throw()
Defines entirely the Case : the animations used, the bonhomme who has put the bomb, the Sounder wich manages sounds
Parameters:
aniNormal - the animation while fuse is consuming
aniFin - the animation just before blowing
poseur - the bonhomme who has put the bomb
sounder - the Sounder wich manages sounds
soundId - the id for the sound to be played (given by the Sounder when sound loaded)

bool toBeBlownUp() const throw()
True when fuse is consumed (animation ended)

bool virtual blowable() throw()
Activates the explosion and return true

bool virtual getTraverseMur() const throw()

int virtual getPuissance() const throw()

bool restricted() const throw()
True just before blowing

bool stackable() const throw()
Never

bool virtual traversable(bool force) throw()


Direct child classes:
CaseMine
CaseDynamite
Author:
David FAUTHOUX
See Also:
Sounder
Bonhomme20
Anim

alphabetic index hierarchy of classes


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