class CaseDynamite : public CaseBombe
The dynamite Case
Inheritance:
Public Methods
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CaseDynamite(Anim *aniNormal, Anim *aniFin, Bonhomme20 *poseur, Sounder& sounder, int soundId) throw()
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Defines entirely the Case : the animations used, the bonhomme who has put the bomb, the Sounder wich manages sounds
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bool virtual blowable() throw()
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Like the CaseBombe blowable, but also update the putter (bonhomme)
Protected Methods
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int virtual virtualWalk() throw()
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This Case walks to test if the bonhomme want to blow up it
Public Methods
bool toBeBlownUp() const throw()
bool virtual getTraverseMur() const throw()
int virtual getPuissance() const throw()
bool restricted() const throw()
bool stackable() const throw()
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
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
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
Public Methods
int walk() throw(Exception)
int getSlow() const throw()
virtual void setSlow(int slow) throw()
Protected Fields
int s
int t
int returnWalk
Public Methods
void virtual activate() throw()
void virtual unactivate() throw()
bool virtual isActive() const throw()
Protected Fields
bool active
Documentation
The dynamite Case
int virtual virtualWalk() throw()
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This Case walks to test if the bonhomme want to blow up it
CaseDynamite(Anim *aniNormal, Anim *aniFin, Bonhomme20 *poseur, Sounder& sounder, int soundId) throw()
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Defines entirely the Case : the animations used, the bonhomme who has put the bomb, the Sounder wich manages sounds
- Parameters:
- aniNormal - the animation while doing nothing
aniFin - the animation just before blowing
poseur - the bonhomme who has put the dynamite
sounder - the Sounder wich manages sounds
soundId - the id for the sound to be played (given by the Sounder when sound loaded)
bool virtual blowable() throw()
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Like the CaseBombe blowable, but also update the putter (bonhomme)
- This class has no child classes.
- Author:
- David FAUTHOUX
alphabetic index hierarchy of classes
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