class Grille : public PageableContainer

Manages the square array of the game (Case)

Inheritance:


Public Methods

Grille(Ini& ini, BonhommeContainer& bonhommeContainer, FlashPalette& palette, Sounder& sounder, Blower& blower, StripContainer& stripContainer) throw()
virtual ~Grille() throw()
void setTrembleur(Trembleur& trembleur) throw()
void putIniCase(Ini& ini, const String& s, CaseId::Id id, bool allNiv) throw(Exception)
void create(Ini& ini, int numeroSection, int jBackSize, int iBackSize) throw(Exception)
int nbColumn() const throw()
int nbNiv() const throw()
void virtual keyAction(const Key& key) throw()
bool add(CaseId::Id id, int niv, int j, int i, Bonhomme20 *bonhomme=0) throw(Exception)
Use it to add a case to the Grille (id, level, vertical pos, horizontal pos, maybe Bonhomme is needed - example CaseMine)
bool traversable(int niv, int j, int i, bool force) throw()
If force==true, breaks the destructible walls
bool high(int niv, int j, int i) throw()
Level up ?
void armageddon() throw()
void femme(Bonhomme20& bonhomme) throw()
const Coeur* getCoeur() const throw()
void photo() throw()

Protected Classes

enum IdCount
Id used with CounterContainer
COUNT_ARMAGEDDON
COUNT_FEMME
COUNT_PHOTO
COUNT_CHICKEN

Protected Fields

CaseGestion* caseGestion
Grille creates a CaseGestion to load animations
Sounder* const sounderRef
Reference
BonhommeContainer* const bonhommeContainerRef
Reference
FlashPalette* const paletteRef
Reference (used for OptionPhoto)
Array3 < List< Case * > * > * tab
Each level contains a list of Case stacked
Trembleur* trembleurRef
Coeur* coeur
hart
bool armageddonActived
int countScreenBlow
int maxCountScreenBlow
Blower* blowerRef
StripContainer* stripContainerRef
Tji mult
Tji trembleExplosion
Tji trembleArmageddon

Protected Methods

bool add(Case *c, int j, int i, int niv) throw()
void blowUp(int niv, int j, int i, int puissance, bool traverseMur) throw()
void action(int niv, int j, int i, Bonhomme20& bonhomme) throw()
Interacts Case with Bonhomme20
void tolerantAction(int niv, int j, int i, Bonhomme20& bonhomme) throw()
void actionAllBonhomme() throw()
void remplirOption(Ini& ini, int numeroSection, const String& iniId, List< AuxStruct * >& posMur, CaseId::Id id, int nbBonhomme) throw()
Initialises the Grille from .grille of Fond
void remplirMur(Ini& ini, int numeroSection, List< AuxStruct * >& posMur, int nbBonhomme) throw()
Initialises the Grille from .grille of Fond
int virtual virtualWalk() throw()
void validatePos(int& j, int& i) throw(Exception)
Checks if the Bonhomme are in the array
void destroy() throw()
bool conditionBlowUp(int niv, int j, int i, bool traverseMur) throw()
void endOfCount(int value) throw()

Inherited from PageableContainer:

Public Methods

void virtual addWithoutDelete(Pageable& pageable) throw()
void virtual suppr(Pageable *pageable) throw(Exception)
void virtual supprAll() throw()
void virtual paint(WindowPipe& windowPipe) throw()
void virtual reinit() throw()

Protected Fields

List < Pageable * > list
List < Pageable * > listWithoutDelete

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

Documentation

Manages the square array of the game (Case). Manages the two levels, the options appearing, the destruction of animations when finished, the Femme (woman), the stacks of the Case. Manages also the interactions from Case to Bonhomme20 (in fact, the Case call the Bonhomme20 methods).
struct AuxStruct

int j

int i

int niv

int pui

bool trav

enum IdCount
Id used with CounterContainer

COUNT_ARMAGEDDON

COUNT_FEMME

COUNT_PHOTO

COUNT_CHICKEN

CaseGestion* caseGestion
Grille creates a CaseGestion to load animations

Sounder* const sounderRef
Reference

BonhommeContainer* const bonhommeContainerRef
Reference

FlashPalette* const paletteRef
Reference (used for OptionPhoto)

Array3 < List< Case * > * > * tab
Each level contains a list of Case stacked

Trembleur* trembleurRef

Coeur* coeur
hart

bool armageddonActived

int countScreenBlow

int maxCountScreenBlow

Blower* blowerRef

StripContainer* stripContainerRef

Tji mult

Tji trembleExplosion

Tji trembleArmageddon

bool add(Case *c, int j, int i, int niv) throw()

void blowUp(int niv, int j, int i, int puissance, bool traverseMur) throw()

void action(int niv, int j, int i, Bonhomme20& bonhomme) throw()
Interacts Case with Bonhomme20

void tolerantAction(int niv, int j, int i, Bonhomme20& bonhomme) throw()

void actionAllBonhomme() throw()

void remplirOption(Ini& ini, int numeroSection, const String& iniId, List< AuxStruct * >& posMur, CaseId::Id id, int nbBonhomme) throw()
Initialises the Grille from .grille of Fond

void remplirMur(Ini& ini, int numeroSection, List< AuxStruct * >& posMur, int nbBonhomme) throw()
Initialises the Grille from .grille of Fond

int virtual virtualWalk() throw()

void validatePos(int& j, int& i) throw(Exception)
Checks if the Bonhomme are in the array

void destroy() throw()

bool conditionBlowUp(int niv, int j, int i, bool traverseMur) throw()

void endOfCount(int value) throw()

Grille(Ini& ini, BonhommeContainer& bonhommeContainer, FlashPalette& palette, Sounder& sounder, Blower& blower, StripContainer& stripContainer) throw()

virtual ~Grille() throw()

void setTrembleur(Trembleur& trembleur) throw()

void putIniCase(Ini& ini, const String& s, CaseId::Id id, bool allNiv) throw(Exception)

void create(Ini& ini, int numeroSection, int jBackSize, int iBackSize) throw(Exception)

int nbColumn() const throw()

int nbNiv() const throw()

void virtual keyAction(const Key& key) throw()

bool add(CaseId::Id id, int niv, int j, int i, Bonhomme20 *bonhomme=0) throw(Exception)
Use it to add a case to the Grille (id, level, vertical pos, horizontal pos, maybe Bonhomme is needed - example CaseMine)

bool traversable(int niv, int j, int i, bool force) throw()
If force==true, breaks the destructible walls

bool high(int niv, int j, int i) throw()
Level up ?

void armageddon() throw()

void femme(Bonhomme20& bonhomme) throw()

const Coeur* getCoeur() const throw()

void photo() throw()


This class has no child classes.
Author:
David FAUTHOUX
See Also:
Case

alphabetic index hierarchy of classes


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