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Baleog Member List

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

act(Object *)Object [inline, virtual]
addEnter(std::set< Object * > &)Player [protected, virtual]
addGravity(Sint16 addgravity) (defined in Character)Character [inline]
addHealth(Sint8)Character [protected]
addHSpeed(Sint16 dspeed) (defined in Character)Character [inline]
addMaxSpeed(Sint16 dmax) (defined in Character)Character [inline]
addSpeed(Sint16 dspeed) (defined in Character)Character [inline]
addTouch(std::set< Object * > &)Player [protected, virtual]
anim_bar (defined in Player)Player [protected]
anim_climb (defined in Player)Player [protected]
anim_crash_left (defined in Player)Player [protected]
anim_crash_right (defined in Player)Player [protected]
anim_die_bones_left (defined in Player)Player [protected]
anim_die_bones_right (defined in Player)Player [protected]
anim_die_burn_left (defined in Player)Player [protected]
anim_die_burn_right (defined in Player)Player [protected]
anim_die_crash_left (defined in Player)Player [protected]
anim_die_crash_right (defined in Player)Player [protected]
anim_die_elec_left (defined in Player)Player [protected]
anim_die_elec_right (defined in Player)Player [protected]
anim_die_spike_left (defined in Player)Player [protected]
anim_die_spike_right (defined in Player)Player [protected]
anim_die_water_left (defined in Player)Player [protected]
anim_die_water_right (defined in Player)Player [protected]
anim_fall_fast_left (defined in Player)Player [protected]
anim_fall_fast_right (defined in Player)Player [protected]
anim_fall_left (defined in Player)Player [protected]
anim_fall_middle (defined in Player)Player [protected]
anim_fall_right (defined in Player)Player [protected]
anim_left (defined in Player)Player [protected]
anim_orig (defined in Object)Object [protected]
anim_push_left (defined in Player)Player [protected]
anim_push_right (defined in Player)Player [protected]
anim_right (defined in Player)Player [protected]
anim_rock_left (defined in Player)Player [protected]
anim_rock_right (defined in Player)Player [protected]
anim_rope_left (defined in Player)Player [protected]
anim_rope_right (defined in Player)Player [protected]
anim_teleport_left (defined in Player)Player [protected]
anim_teleport_right (defined in Player)Player [protected]
anim_walk_left (defined in Player)Player [protected]
anim_walk_right (defined in Player)Player [protected]
animation (defined in Object)Object [protected]
au_act (defined in Player)Player [protected]
au_die (defined in Player)Player [protected]
au_drown (defined in Player)Player [protected]
au_elec (defined in Player)Player [protected]
au_fire (defined in Player)Player [protected]
au_heal (defined in Player)Player [protected]
au_hit (defined in Player)Player [protected]
au_land (defined in Player)Player [protected]
au_newitem (defined in Player)Player [protected]
au_useerror (defined in Player)Player [protected]
Baleog(Sint16 xpos=0, Sint16 ypos=0, const ParameterMap &param=ParameterMap()) (defined in Baleog)Baleog
Character(Sint16 xpos=0, Sint16 ypos=0, const ParameterMap &param=ParameterMap()) (defined in Character)Character
checkHit(const SDL_Rect &dest, Object *destobj, bool tele=false) constCharacter [inline, protected]
checkMove(SDL_Rect &dest, bool tele=false, bool check=false)Character
clearStates(bool reset=false)Player [virtual]
crash(Uint16 dir=DIR_DOWN)Player [protected, virtual]
currentitem (defined in Player)Player [protected]
default_parameters (defined in Baleog)Baleog [static]
delete_flag (defined in Object)Object [protected]
dense_types (defined in Character)Character [protected]
destroy() (defined in Object)Object [inline, virtual]
Dgrav (defined in Character)Character [protected]
die()Player [protected, virtual]
dropItem()Player [inline]
dropItem(Uint8 num) (defined in Player)Player [protected]
enemy_types (defined in Character)Character [protected]
enter (defined in Character)Character [protected]
Object::enter(Object *)Object [inline, virtual]
event (defined in Object)Object [protected]
fall(Uint16)Player [virtual]
getCenter() constObject [inline]
getDrawPos() const (defined in Object)Object
getEnter() const (defined in Character)Character [inline]
getFrame() const (defined in Object)Object
getHealth() (defined in Character)Character
getIcon() constPlayer
getItem(Uint8 num) (defined in Player)Player [inline]
getItemNum()Player [inline]
getName() (defined in Object)Object [inline]
getPos() (defined in Object)Object [inline]
getSpeed() const (defined in Character)Character [inline]
getState(Uint32 cstate) const (defined in Object)Object [inline]
getTouch() const (defined in Character)Character [inline]
getType() const (defined in Object)Object [inline]
gravity (defined in Character)Character [protected]
health (defined in Character)Character [protected]
hit(Uint16 direction, Weapon &weap)Player [virtual]
hspeed (defined in Character)Character [protected]
idle(Uint16)Player [virtual]
in_act()Player [virtual]
in_down()Player [inline, virtual]
in_down(Uint16) (defined in Player)Player [inline, virtual]
in_left()Player [inline, virtual]
in_left(Uint16) (defined in Player)Player [virtual]
in_right()Player [inline, virtual]
in_right(Uint16) (defined in Player)Player [virtual]
in_sp1()Baleog [virtual]
in_sp2()Player [inline, virtual]
in_up()Player [inline, virtual]
in_up(Uint16) (defined in Player)Player [inline, virtual]
in_use()Player [virtual]
isDeleted() (defined in Object)Object [inline]
isIn(const SDL_Rect &rect, bool touch=false) constObject
isRunning() const (defined in Object)Object
items (defined in Player)Player [protected]
leave(Object *)Object [inline, virtual]
loadAnimation(string anim_name, double scale_factor=1, BasePointType abp_type=BP_MD, Uint16 aanimation_type=ATYPE_LOOP, double afps=0, AllignType aallign_type=AT_MD)Object
loadAnimation(const Image &abase_image, Uint16 aframes=1, BasePointType abp_type=BP_MD, Uint16 aanimation_type=ATYPE_LOOP, double afps=0, Uint16 astart_pos=0, AllignType aallign_type=AT_MD)Object
loadAnimation(const ParameterMap &param=ParameterMap())Object
mark_delete()Object [inline]
maxhealth (defined in Character)Character [protected]
maxspeedx (defined in Character)Character [protected]
maxspeedy (defined in Character)Character [protected]
move(Uint16 dt, bool check=false)Player [protected, virtual]
moveItem()Player [inline]
moveItem(Uint8 num) (defined in Player)Player [protected]
name (defined in Object)Object [protected]
Object(Sint16 xpos=0, Sint16 ypos=0, const ParameterMap &param=ParameterMap()) (defined in Object)Object
onum (defined in Object)Object
operator<(const Object &obj) const (defined in Object)Object
otype (defined in Object)Object [protected]
parameters (defined in Object)Object [protected]
pickupItem(Item *newitem)Player
Player(Sint16 xpos=0, Sint16 ypos=0, const ParameterMap &param=ParameterMap()) (defined in Player)Player
posObject [protected]
removedObject(Object *)Character [virtual]
removeEnter(std::set< Object * > &)Player [protected, virtual]
removeItem()Player [inline]
removeItem(Uint8 num) (defined in Player)Player [protected]
removeTouch(std::set< Object * > &)Player [protected, virtual]
resetAnimState()Character [inline, virtual]
setAnim(EmptyAnimationPtr anim, bool start=false)Object
setEvent(Event *ev)Player [virtual]
setGravity(Sint16 setgravity) (defined in Character)Character [inline]
setHealth(Uint8)Character [protected]
setMaxSpeed(Uint16 maxs) (defined in Character)Character [inline]
setPos(Sint16 xcord, Sint16 ycord)Object
setSpeed(Sint16 newspeed) (defined in Character)Character [inline]
setState(Uint32 cstate) (defined in Object)Object [inline]
setType(Uint16 newtype) (defined in Object)Object [inline]
speed (defined in Character)Character [protected]
state (defined in Object)Object [protected]
switchItem(bool right=true)Player
switchState(Uint32 cstate) (defined in Object)Object [inline]
switchType(Uint16 newtype) (defined in Object)Object [inline]
touch (defined in Character)Character [protected]
Object::touch(Object *)Object [inline, virtual]
unsetState(Uint32 cstate) (defined in Object)Object [inline]
unsetType(Uint16 oldtype) (defined in Object)Object [inline]
untouch(Object *)Object [inline, virtual]
updateAnim(Uint16 dt)Object
updateAnimState()Player [virtual]
updateEvents(Uint16 dt)Object
updateRegions(std::set< Object * > &newtouch, std::set< Object * > &newenter)Character [inline, protected]
weapon (defined in Character)Character [protected]
~Baleog() (defined in Baleog)Baleog [virtual]
~Character() (defined in Character)Character [virtual]
~Object() (defined in Object)Object [virtual]
~Player() (defined in Player)Player [virtual]

Generated on Sun Feb 5 13:02:35 2006 for Lost Penguins by doxygen 1.3.8