Table of contents
Classes
- Activable
Pre-coded interface (Java meaning) : a derived object can be set or unset active
- AddOnScriptAnalyser
Main class for "addon"
- Anim
An Anim (animation) is a sprite list (a sequence of drawings) which can be print in a Page (Pageable), can be move and put on or under the Background, can catch a Key (an action on the keyboard)
- Array
A dynamical array, more powerful than the simple [ ]
- Array2
A dynamical array, more powerful than a simple [ ][ ]
- Array3
A dynamical array, more powerful than a simple [ ][ ][ ]
- ArtificialIntelligence
- ArtificialIntelligenceContainer
Add an ArtificialIntelligence to this container, it will be automatically managed
- Background
A background groups a matrix of pixels and a WindowPipe from it to GraphicMode
- BasicArtificialIntelligence
- Blower
- Bonhomme
This class groups the two parts of a playing character : the Bonhomme60 (when choosing the character) and the Bonhomme20 (playing in the game)
- Bonhomme20
The playing character in game
- Bonhomme60
The character when choosing
- BonhommeContainer
Manage the containing an relationship between Bonhomme
- Boue
Mud !! Put on background pixel matrix
- Case
Main class to define the properties of a square in the game array
- CaseBombe
The bomb Case
- CaseBoue
Mud
- CaseDynamite
The dynamite Case
- CaseEscalier
The indestructible wall Case
- CaseFlamme
Flam
- CaseGestion
This class is very important : it create before gaming all the animations (loading files), so when the game want to create an animation, it only does a copy (quicker)
- CaseId
Declared all the Case, used with CaseGestion, Grille, Bonhomme20
- CaseJoli
Pretty square
- CaseMine
The mine Case
- CaseMur
The wall Case, it has to be derived
- CaseMurDestructible
The destructible wall Case
- CaseMurIndestructible
The indestructible wall Case
- CaseMurRefermable
The open/close wall Case
- CaseOption
When creating an option, you must re-defined (inherite) derivedAction() called by the mother class (this)
- CaseOptionArmageddon
- CaseOptionBombe
- CaseOptionChicken
- CaseOptionCounter
It manages a time counter, to delay an action (it calls derivedEnd() at the end of the sound references by soundEndIdRef)
- CaseOptionDynamite
- CaseOptionFemme
- CaseOptionFeuCul
- CaseOptionFlamme
- CaseOptionInvincible
- CaseOptionInvisible
- CaseOptionMine
- CaseOptionOuba
- CaseOptionPhoto
- CaseOptionPoseMur
- CaseOptionResurrect
- CaseOptionSpeed
- CaseOptionSuperBombe
- CaseOptionSurpuissance
- CaseOptionTeleport
- CaseOptionTraverseMur
- CaseOptionWin95
- CCFileModifier
Used for addon
- CharacterMot
Character in a word, colored and shake (see Anim-setColor())
- Coeur
The hart is unique in the game, so when the optionFemme is taken, the hart goes to the taker
- Convention The class MUST be preceded with comments with THREE slashes (or /** ... */ with TWO stars), so we can use doc++ which generate automatically HTML files
- Countable
When an object is Countable, a counter can stick on it to activate endOfCount() at the end of a time
- Counter
Can manage delayed action on Countable objects, very interesting ! (it uses clock() C-system-function)
- CounterContainer
Manages a list of Counter
- DefaultKeyable
Automatically included in the Keyer
- Exception
Writes on cout (stdout)
- Exploser
- Fifo
- File
- FlashPalette
Used to put a white screen when photo
- Font
A font contains 256 characters in the Sprite form
- GifIn
Thanks to gimp sources : - Peter Mattis, Spencer Kimball, Adam Moss
- GraphicMode
Map PixelMatrix to the screen
- Grille
Manages the square array of the game (Case)
- GrilleUtilCase
- GrilleUtilCaseAssoc
- HFileModifier
Used for addon
- Ini
Initialisation class
- IniFileAnalyser
Analyse a text file in Ini form
- Key
- Keyable
Can catch a key evenement
- Keyboard
Hijacks the keyboard and returns the raw codes (scancodes)
- KeyboardBuffer
More powerful than Keyboard : it can send again a old key pressed if another has been pressed, so the game can manage easily the key action
- KeyboardLanguage
Useful class to convert characters to keyboard scancodes
- Keyer
Manages the key evenements
- Leaver
Manages the "lay down" of animations for the Bonhomme20 (example : invincible), easily !!
It leaves animations on the Grille, that's because the animations left match to the squares
- LineFileModifier
Modify a text file structured by lines (example : Makefile)
- List
Be careful: to simplify, this list is strange ! The place() places the current pointer out of the list, and you must do walk() before get()
- LoopAnim
The walk() reinit the Anim if terminated
- LoopCounter
Reinited if terminated
- Main global execution class
- Matrice
- MatriceTrans
- MessageKeeper
Catches keys and analyses if the word is typed : a word is in fact a list of raw key codes
- MoreMultiAnim
Adds to MultiAnim the power to stick other animations on the current, theese are manage independently
- Mot
A "Mot" (word) contains CharacterMot and manages them
- Movable
Interface (Java meaning)
- MultiAnim
Manages many animations excluding themselves : one animation is painted and managed at a time
- Page
Manages a Background and all the Pageable on it : all the animations, but also all the other Pageable (Mot, BonhommeContainer
- Pageable
Interface (Java meaning) : an inherited object can be managed by a PageableContainer (walk like a thread, paint easily, reinit, send key evenement, activate)
- PageableContainer
This class is very very interesting !!
It is a container : it contains Pageable, so it manages all the contained automatically
- PageBegin
Begin page
- PageBombOBomb
Law for this Page : erased the Scores
- PageBonhomme
Choice of the Bonhommmes
- PageChanger
Manages all the Pages : loading and interactions (load classes according to the id of the Page in
- PageChangerCorresp
Links key with destination Page
- PageChangerCouple
Links id and PageChangerCorresp with Page
- PageChangerDescChanging
Defines the destination and initial position of a Page
- PageChoiceFond
This class is hardly hung with PageGame because it asks the load of the game, according to the choice
- PageConfigKey
Configures the keys
- PageDefault
Default Page, so when PageChanger finds an unknow id, it loads this class
- PageGame
The bomb game
- PageOption
Options
Interacts a lot with all the game (amount of players, speed
- PagePause
Pause, simply
- PageScore
Score (Player points)
- PageWin95
Blue screen !!
- Paintable
Interface (Java meaning), to paint easily
- Painter
Groups a Background and the PageableContainer concept
To paint something in a Painter, use add(Pageable&), the Pageable will be managed (and painted) automatically with PageableContainer function and paint() here
- Pair
- PictureIn
Load a file with layers, and put layers in a list (in Sprite form)
- PixelArray
Uses the c-functions of "mem_function cc"
- PixelMatrix
A dynamical matrix, more powerful than [ ] [ ]
- PixelPalette
This class enables program to paint Sprite passing pixels through a modification of colors
- Player
Manages keys, Bonhomme color and Score
- Point2D
- Point3D
- PreStrip
Pre-calculate Strip, to be fast in the game
- Redirector
The GraphicMode can be redirect : instead of painted directly to the screen, the PixelMatrix can pass here
- Reinitable
Interface (Java meaning), an inherited object must be able to be reinit
- Score
Manages (paints) the points of Player
- ScriptAnalyser
Can read script : give a lot of useful functions to read a script text file
- SectionAssoc
Used by Ini
Links a section title to couple (id,value)
- SectionFileModifier
Used by AddOnScriptAnalyser, to modify
- ShakeAnim
- Sounder
Manages the sound playing
- Sprite
Links a PixelMatrix to a mask (used to paint quickly with "mem_function cc")
- String
- Strip
A strip is a sentence wich passes on the screen, beginning on the right side, walking to the left side
- StripContainer
Manages all Strips of the game
- TextFileModifier
Powerful class wich is able to modify a text file, and suppress the modifications if asked
- TextMode
Useful class to write something in text mode, manages colors
- Tji
Defines a couple (vertical/horizontal) of values
- Trembleur
Used to shake the screen
- Triangle3D
- Trou
Hole
- UnderMaskArray
Used by UnderMaskMatrix, more powerful than simple [ ]
- UnderMaskMatrix
Used by Background and "mem_function cc" : it defines where the Sprite are painted (=1) and not (=0)
- ValueString
Links id to value
- Vector
- Walkable
This interface enables to slow the derived classes
- Window
Used to clip Sprite painting
- WindowPipe
This class connect two Windows in order to put Sprite relatively to the Windows positions
hierarchy of classes
this page has been generated automatically by doc++
(c)opyright by Malte Zöckler, Roland Wunderling
contact: doc++@zib.de