RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
CEnemyLauncher Member List

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

__init()CGameObjectprotectedvirtual
autorelease()CObject
CAliveEntity(void)CAliveEntity
CEnemy(void)CEnemy
CEnemyLauncher()CEnemyLauncher
CEnemyLauncher(const CEnemyLauncher &game_object)CEnemyLauncher
CLNode(void)CLNode
CLNode(const CLNode &node)CLNode
CObject()CObject
CObject(const CObject &object)CObjectexplicit
CObjectTypeCGameObject
constTransform() const CLNode
copyNodeValuesFromNode(CLNode *node)CLNode
copyValuesFromObject(const CGameObject &game_object)CGameObjectprotectedvirtual
CLNode::copyValuesFromObject(const CLNode &node)CLNodeprotectedvirtual
CObject::copyValuesFromObject(const CObject &object)CObjectprotectedvirtual
damageReceived(int damage)CAliveEntityvirtual
defaultSize() const CLNode
DynamicPropertiesCGameObject
getCopy()CLNode
getInstanceGeometries() const CLNode
id() const CLNode
InstanceGeometriesCLNode
instanceGeometries()CLNode
isValidCObject() const CObject
launchEnemy(float delay_time, float exposure_time, bool slide)CEnemyLaunchervirtual
m_actionManagerCGameObjectprotected
m_healthCAliveEntityprotected
m_idCLNodeprotected
m_sizeCLNodeprotected
m_tagCGameObjectprotected
m_transformCLNodeprotected
m_visibleCLNodeprotected
operator=(const CEnemyLauncher &game_object)CEnemyLauncher
CLNode::operator=(const CLNode &node)CLNode
CObject::operator=(const CObject &object)CObject
release() const CObject
retain()CObject
retainCount() const CObject
safeRelease(T *pointer)CObjectinlinestatic
safeRelease(const char *pointer)CObjectinlinestatic
safeReleaseArray(T *array)CObjectinlinestatic
safeRetain(void *pointer)CObjectinlinestatic
setId(const std::string &id)CLNode
setInstanceGeometries(QList< CLInstanceGeometry > vec)CLNode
setInstanceGeometries(CArray< CLInstanceGeometry > *_array)CLNode
setTransform(const Transform &transform)CLNode
setVisible(bool visible)CLNode
size() const CLNode
TagCGameObject
transform()CLNode
update()CEnemyLaunchervirtual
visible() const CLNode
~CAliveEntity(void)CAliveEntity
~CEnemy(void)CEnemy
~CEnemyLauncher()CEnemyLauncher
~CLNode(void)CLNode
~CObject()CObjectvirtual