WalkingBadguy Member List

This is the complete list of members for WalkingBadguy, including all inherited members.

activate()BadGuy [protected, virtual]
active_update(float elapsed_time)WalkingBadguy [virtual]
active_update(float elapsed_time, float target_velocity)WalkingBadguy
add_remove_listener(ObjectRemoveListener *listener)GameObject
add_velocity(const Vector &velocity)WalkingBadguy
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
bboxMovingObject [protected]
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)WalkingBadguy [virtual]
collision_bullet(Bullet &bullet, const CollisionHit &hit)BadGuy [protected, virtual]
collision_player(Player &player, const CollisionHit &hit)BadGuy [protected, virtual]
collision_solid(const CollisionHit &hit)WalkingBadguy [virtual]
collision_squished(GameObject &object)BadGuy [protected, virtual]
collision_tile(uint32_t tile_attributes)BadGuy [virtual]
CollisionGrid classMovingObject [friend]
countMeBadGuy
deactivate()BadGuy [protected, virtual]
dead_scriptBadGuy [protected]
del_remove_listener(ObjectRemoveListener *listener)GameObject
dirBadGuy [protected]
draw(DrawingContext &context)BadGuy [virtual]
extinguish()BadGuy [virtual]
freeze()WalkingBadguy [virtual]
frozenBadGuy [protected]
GameObject()GameObject
GameObject(const GameObject &rhs)GameObject
get_bbox() constMovingObject [inline]
get_floor_normal()BadGuy [protected]
get_group() constMovingObject [inline]
get_movement() constMovingObject [inline]
get_name() constGameObject [inline]
get_nearest_player()BadGuy [protected]
get_pos() constMovingObject [inline]
get_start_position() constBadGuy [inline]
get_state() constBadGuy [inline, protected]
get_velocity_y() constWalkingBadguy
get_walk_speed(void) constWalkingBadguy [inline]
groupMovingObject [protected]
ignite()BadGuy [virtual]
ignitedBadGuy [protected]
inactive_update(float elapsed_time)BadGuy [protected, virtual]
initialize()WalkingBadguy [virtual]
is_active()BadGuy [protected]
is_flammable() constBadGuy [virtual]
is_freezable() constBadGuy [virtual]
is_frozen() constBadGuy
is_ignited() constBadGuy
is_initializedBadGuy [protected]
is_offscreen()BadGuy [protected]
is_valid() constGameObject [inline]
kill_fall()BadGuy [virtual]
kill_squished(GameObject &object)BadGuy [protected]
layerMovingSprite [protected]
max_drop_heightWalkingBadguy [protected]
might_fall(int height=1)BadGuy [protected]
movementMovingObject [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
nameGameObject [protected]
on_ground()BadGuy [protected]
physicBadGuy [protected]
Platform classMovingObject [friend]
ref()RefCounter [inline]
RefCounter()RefCounter [inline]
remove_me()GameObject [inline]
run_dead_script()BadGuy [virtual]
Sector classMovingObject [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_velocity_y(float vy)WalkingBadguy
set_walk_speed(float)WalkingBadguy
set_width(float w)MovingObject [inline, virtual]
spriteMovingSprite [protected]
sprite_nameMovingSprite [protected]
start_dirBadGuy [protected]
start_positionBadGuy [protected]
State enum nameBadGuy [protected]
STATE_ACTIVE enum valueBadGuy [protected]
STATE_FALLING enum valueBadGuy [protected]
STATE_INACTIVE enum valueBadGuy [protected]
STATE_INIT enum valueBadGuy [protected]
STATE_SQUISHED enum valueBadGuy [protected]
str2dir(std::string dir_str)BadGuy [protected]
turn_around()WalkingBadguy [protected]
turn_around_counterWalkingBadguy [protected]
turn_around_timerWalkingBadguy [protected]
unfreeze()WalkingBadguy [virtual]
unref()RefCounter [inline]
update(float elapsed_time)BadGuy [virtual]
update_on_ground_flag(const CollisionHit &hit)BadGuy [protected]
walk_left_actionWalkingBadguy [protected]
walk_right_actionWalkingBadguy [protected]
walk_speedWalkingBadguy [protected]
WalkingBadguy(const Vector &pos, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS)WalkingBadguy
WalkingBadguy(const Vector &pos, Direction direction, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS)WalkingBadguy
WalkingBadguy(const Reader &reader, const std::string &sprite_name, const std::string &walk_left_action, const std::string &walk_right_action, int layer=LAYER_OBJECTS)WalkingBadguy
~GameObject()GameObject [virtual]
~MovingObject()MovingObject [virtual]
~MovingSprite()MovingSprite
~RefCounter()RefCounter [inline, protected, virtual]


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