RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
CEnemyLauncher Class Reference

#include <cenemylauncher.h>

Inheritance diagram for CEnemyLauncher:
CEnemy CAliveEntity CGameObject CLNode CObject

Public Member Functions

 CEnemyLauncher ()
 
 CEnemyLauncher (const CEnemyLauncher &game_object)
 
const CEnemyLauncheroperator= (const CEnemyLauncher &game_object)
 
virtual void update ()
 
virtual void launchEnemy (float delay_time, float exposure_time, bool slide)
 
 ~CEnemyLauncher ()
 
- Public Member Functions inherited from CEnemy
 CEnemy (void)
 
 ~CEnemy (void)
 
- Public Member Functions inherited from CAliveEntity
 CAliveEntity (void)
 
virtual void damageReceived (int damage)
 
 ~CAliveEntity (void)
 
- Public Member Functions inherited from CLNode
 CLNode (void)
 
 CLNode (const CLNode &node)
 
CLNodeoperator= (const CLNode &node)
 
void copyNodeValuesFromNode (CLNode *node)
 
CLNodegetCopy ()
 
Transformtransform ()
 
const TransformconstTransform () const
 
void setTransform (const Transform &transform)
 
const std::string & id () const
 
void setId (const std::string &id)
 
bool visible () const
 
void setVisible (bool visible)
 
const btVector3 & size () const
 
const btVector3 & defaultSize () const
 
QList< CLInstanceGeometryinstanceGeometries ()
 
CArray< CLInstanceGeometry > * getInstanceGeometries () const
 
void setInstanceGeometries (QList< CLInstanceGeometry > vec)
 
void setInstanceGeometries (CArray< CLInstanceGeometry > *_array)
 
 ~CLNode (void)
 
- Public Member Functions inherited from CObject
 CObject ()
 
 CObject (const CObject &object)
 
CObjectoperator= (const CObject &object)
 
CObjectretain ()
 
unsigned int release () const
 
CObjectautorelease ()
 
unsigned int retainCount () const
 
bool isValidCObject () const
 
virtual ~CObject ()
 

Additional Inherited Members

- Static Public Member Functions inherited from CObject
static void safeRetain (void *pointer)
 
template<class T >
static void safeRelease (T *pointer)
 
template<class T >
static void safeReleaseArray (T *array)
 
static void safeRelease (const char *pointer)
 
- Protected Member Functions inherited from CGameObject
virtual void copyValuesFromObject (const CGameObject &game_object)
 
virtual void __init ()
 
- Protected Member Functions inherited from CLNode
virtual void copyValuesFromObject (const CLNode &node)
 
- Protected Member Functions inherited from CObject
virtual void copyValuesFromObject (const CObject &object)
 
- Protected Attributes inherited from CAliveEntity
int m_health
 
- Protected Attributes inherited from CGameObject
CActionManagerm_actionManager
 
int m_tag
 
- Protected Attributes inherited from CLNode
Transform m_transform
 
btVector3 m_size
 
std::string m_id
 
bool m_visible
 
- Properties inherited from CGameObject
QList< QPropertyDynamicProperties
 
int CObjectType
 
int Tag
 
- Properties inherited from CLNode
QList< CLInstanceGeometryInstanceGeometries
 

Detailed Description

Definition at line 35 of file cenemylauncher.h.

Constructor & Destructor Documentation

CEnemyLauncher::CEnemyLauncher ( )

Definition at line 37 of file cenemylauncher.cpp.

CEnemyLauncher::CEnemyLauncher ( const CEnemyLauncher game_object)

Definition at line 42 of file cenemylauncher.cpp.

CEnemyLauncher::~CEnemyLauncher ( )

Definition at line 92 of file cenemylauncher.cpp.

Member Function Documentation

void CEnemyLauncher::launchEnemy ( float  delay_time,
float  exposure_time,
bool  slide 
)
virtual

Definition at line 60 of file cenemylauncher.cpp.

const CEnemyLauncher & CEnemyLauncher::operator= ( const CEnemyLauncher game_object)

Definition at line 48 of file cenemylauncher.cpp.

void CEnemyLauncher::update ( )
virtual

Called every frame. This is the most common method to implement any behaviour.

Reimplemented from CEnemy.

Definition at line 87 of file cenemylauncher.cpp.


The documentation for this class was generated from the following files: