add_remove_listener(ObjectRemoveListener *listener) | GameObject | |
bbox | MovingObject | [protected] |
Bullet(const Vector &pos, float xm, int dir, BonusType type) | Bullet | |
collides(GameObject &other, const CollisionHit &hit) | MovingObject | [inline, virtual] |
collision(GameObject &other, const CollisionHit &hit) | Bullet | [virtual] |
collision_solid(const CollisionHit &hit) | Bullet | [virtual] |
collision_tile(uint32_t tile_attributes) | MovingObject | [inline, virtual] |
CollisionGrid class | MovingObject | [friend] |
del_remove_listener(ObjectRemoveListener *listener) | GameObject | |
draw(DrawingContext &context) | Bullet | [virtual] |
GameObject() | GameObject | |
GameObject(const GameObject &rhs) | GameObject | |
get_bbox() const | MovingObject | [inline] |
get_group() const | MovingObject | [inline] |
get_movement() const | MovingObject | [inline] |
get_name() const | GameObject | [inline] |
get_pos() const | MovingObject | [inline] |
get_type() | Bullet | [inline] |
group | MovingObject | [protected] |
is_valid() const | GameObject | [inline] |
life_count | Bullet | [private] |
movement | MovingObject | [protected] |
MovingObject() | MovingObject | |
name | GameObject | [protected] |
physic | Bullet | [private] |
Platform class | MovingObject | [friend] |
ref() | RefCounter | [inline] |
RefCounter() | RefCounter | [inline] |
remove_me() | GameObject | [inline] |
ricochet(GameObject &other, const CollisionHit &hit) | Bullet | |
Sector class | MovingObject | [friend] |
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_width(float w) | MovingObject | [inline, virtual] |
sprite | Bullet | [private] |
type | Bullet | [private] |
unref() | RefCounter | [inline] |
update(float elapsed_time) | Bullet | [virtual] |
~Bullet() | Bullet | |
~GameObject() | GameObject | [virtual] |
~MovingObject() | MovingObject | [virtual] |
~RefCounter() | RefCounter | [inline, protected, virtual] |