| activate() | BadGuy | [protected, virtual] |
| active_update(float elapsed_time) | Bomb | [virtual] |
| add_remove_listener(ObjectRemoveListener *listener) | GameObject | |
| BadGuy(const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS) | BadGuy | |
| BadGuy(const Vector &pos, Direction direction, const std::string &sprite_name, int layer=LAYER_OBJECTS) | BadGuy | |
| BadGuy(const Reader &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS) | BadGuy | |
| bbox | MovingObject | [protected] |
| Bomb(const Vector &pos, Direction dir, std::string custom_sprite="images/creatures/mr_bomb/bomb.sprite") | Bomb | |
| Bomb(const Bomb &) | Bomb | [private] |
| can_break() | BadGuy | [inline, virtual] |
| check_state_timer() | BadGuy | [inline, protected] |
| collides(GameObject &other, const CollisionHit &hit) | MovingObject | [inline, virtual] |
| collision(GameObject &other, const CollisionHit &hit) | BadGuy | [virtual] |
| collision_badguy(BadGuy &badguy, const CollisionHit &hit) | Bomb | [virtual] |
| collision_bullet(Bullet &bullet, const CollisionHit &hit) | BadGuy | [protected, virtual] |
| collision_player(Player &player, const CollisionHit &hit) | Bomb | [virtual] |
| collision_solid(const CollisionHit &hit) | Bomb | [virtual] |
| collision_squished(GameObject &object) | BadGuy | [protected, virtual] |
| collision_tile(uint32_t tile_attributes) | BadGuy | [virtual] |
| CollisionGrid class | MovingObject | [friend] |
| countMe | BadGuy | |
| deactivate() | BadGuy | [protected, virtual] |
| dead_script | BadGuy | [protected] |
| del_remove_listener(ObjectRemoveListener *listener) | GameObject | |
| dir | BadGuy | [protected] |
| draw(DrawingContext &context) | BadGuy | [virtual] |
| explode() | Bomb | |
| extinguish() | BadGuy | [virtual] |
| freeze() | BadGuy | [virtual] |
| frozen | BadGuy | [protected] |
| GameObject() | GameObject | |
| GameObject(const GameObject &rhs) | GameObject | |
| get_bbox() const | MovingObject | [inline] |
| get_floor_normal() | BadGuy | [protected] |
| get_group() const | MovingObject | [inline] |
| get_movement() const | MovingObject | [inline] |
| get_name() const | GameObject | [inline] |
| get_nearest_player() | BadGuy | [protected] |
| get_pos() const | MovingObject | [inline] |
| get_start_position() const | BadGuy | [inline] |
| get_state() const | BadGuy | [inline, protected] |
| grab(MovingObject &object, const Vector &pos, Direction dir) | Bomb | [virtual] |
| grabbed | Bomb | [private] |
| grabber | Bomb | [private] |
| group | MovingObject | [protected] |
| ignite() | BadGuy | [virtual] |
| ignited | BadGuy | [protected] |
| inactive_update(float elapsed_time) | BadGuy | [protected, virtual] |
| initialize() | BadGuy | [protected, virtual] |
| is_active() | BadGuy | [protected] |
| is_flammable() const | BadGuy | [virtual] |
| is_freezable() const | BadGuy | [virtual] |
| is_frozen() const | BadGuy | |
| is_hampering() | Portable | [inline, virtual] |
| is_ignited() const | BadGuy | |
| is_initialized | BadGuy | [protected] |
| is_offscreen() | BadGuy | [protected] |
| is_portable() const | Portable | [inline, virtual] |
| is_valid() const | GameObject | [inline] |
| kill_fall() | Bomb | [virtual] |
| kill_squished(GameObject &object) | BadGuy | [protected] |
| layer | MovingSprite | [protected] |
| might_fall(int height=1) | BadGuy | [protected] |
| movement | MovingObject | [protected] |
| MovingObject() | MovingObject | |
| MovingSprite(const Vector &pos, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | MovingSprite | |
| MovingSprite(const Reader &reader, const Vector &pos, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | MovingSprite | |
| MovingSprite(const Reader &reader, const std::string &sprite_name, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | MovingSprite | |
| MovingSprite(const Reader &reader, int layer=LAYER_OBJECTS, CollisionGroup collision_group=COLGROUP_MOVING) | MovingSprite | |
| MovingSprite(const MovingSprite &moving_sprite) | MovingSprite | |
| name | GameObject | [protected] |
| on_ground() | BadGuy | [protected] |
| operator=(const Bomb &) | Bomb | [private] |
| physic | BadGuy | [protected] |
| Platform class | MovingObject | [friend] |
| ref() | RefCounter | [inline] |
| RefCounter() | RefCounter | [inline] |
| remove_me() | GameObject | [inline] |
| run_dead_script() | BadGuy | [virtual] |
| Sector class | MovingObject | [friend] |
| set_action(const std::string &action, int loops) | MovingSprite | [protected] |
| set_action(const std::string &action, int loops, AnchorPoint anchorPoint) | MovingSprite | [protected] |
| set_action_centered(const std::string &action, int loops) | MovingSprite | [protected] |
| set_colgroup_active(CollisionGroup group) | BadGuy | [protected] |
| set_group(CollisionGroup group) | MovingObject | [inline, protected] |
| set_pos(const Vector &pos) | MovingObject | [inline, virtual] |
| set_size(float w, float h) | MovingObject | [inline, virtual] |
| set_start_position(const Vector &vec) | BadGuy | [inline] |
| set_state(State state) | BadGuy | [protected] |
| set_width(float w) | MovingObject | [inline, virtual] |
| sprite | MovingSprite | [protected] |
| sprite_name | MovingSprite | [protected] |
| start_dir | BadGuy | [protected] |
| start_position | BadGuy | [protected] |
| state | Bomb | [private] |
| State enum name | Bomb | [private] |
| STATE_ACTIVE enum value | BadGuy | [protected] |
| STATE_FALLING enum value | BadGuy | [protected] |
| STATE_INACTIVE enum value | BadGuy | [protected] |
| STATE_INIT enum value | BadGuy | [protected] |
| STATE_SQUISHED enum value | BadGuy | [protected] |
| STATE_TICKING enum value | Bomb | [private] |
| str2dir(std::string dir_str) | BadGuy | [protected] |
| ticking | Bomb | [private] |
| unfreeze() | BadGuy | [virtual] |
| ungrab(MovingObject &object, Direction dir) | Bomb | [virtual] |
| unref() | RefCounter | [inline] |
| update(float elapsed_time) | BadGuy | [virtual] |
| update_on_ground_flag(const CollisionHit &hit) | BadGuy | [protected] |
| ~GameObject() | GameObject | [virtual] |
| ~MovingObject() | MovingObject | [virtual] |
| ~MovingSprite() | MovingSprite | |
| ~Portable() | Portable | [inline, virtual] |
| ~RefCounter() | RefCounter | [inline, protected, virtual] |