#include <MainGameState.h>
Inherits GameState.
Inheritance diagram for MainGameState:
Definition at line 10 of file MainGameState.h.
Public Member Functions | |
spUnit | createUnit (int playerID, int x, int y) |
virtual void | deinit () |
void | endActiveUnitTurn () |
void | focusOnUnit (spUnit u) |
spUnit | getActiveUnit () |
spUnit | getSelectedUnit () |
virtual void | init () |
bool | loadMap (string fileName) |
MainGameState (Application *app) | |
void | processSDLEvent (SDL_Event &event) |
void | selectUnit (spUnit u) |
virtual void | update (unsigned int deltaTime) |
virtual | ~MainGameState () |
Private Attributes | |
Camera | _camera |
spMap | _map |
vector< Player > | _players |
spUnit | _selectedUnit |
list< spUnit > | _unitQueue |
MainGameState::MainGameState | ( | Application * | app | ) |
Definition at line 8 of file MainGameState.cpp.
MainGameState::~MainGameState | ( | ) | [virtual] |
Definition at line 16 of file MainGameState.cpp.
spUnit MainGameState::createUnit | ( | int | playerID, | |
int | x, | |||
int | y | |||
) |
Definition at line 90 of file MainGameState.cpp.
References _map, _players, _unitQueue, getActiveUnit(), and Unit::makeUnit().
Referenced by init(), and processSDLEvent().
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void MainGameState::deinit | ( | ) | [virtual] |
void MainGameState::endActiveUnitTurn | ( | ) |
Definition at line 202 of file MainGameState.cpp.
References _unitQueue, focusOnUnit(), getActiveUnit(), Unit::hasTurnBefore(), and Unit::regenActionPoints().
Referenced by processSDLEvent().
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void MainGameState::focusOnUnit | ( | spUnit | u | ) |
Definition at line 242 of file MainGameState.cpp.
References _camera, _map, Camera::getPosition(), Singleton< T >::instance(), and Camera::setPosition().
Referenced by endActiveUnitTurn(), and init().
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spUnit MainGameState::getActiveUnit | ( | ) |
Definition at line 112 of file MainGameState.cpp.
References _unitQueue.
Referenced by createUnit(), endActiveUnitTurn(), processSDLEvent(), selectUnit(), and update().
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spUnit MainGameState::getSelectedUnit | ( | ) |
void MainGameState::init | ( | ) | [virtual] |
Implements GameState.
Definition at line 27 of file MainGameState.cpp.
References _camera, _map, _players, createUnit(), focusOnUnit(), MapTile::getHeight(), MapTile::getWidth(), loadMap(), and Camera::setBorders().
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bool MainGameState::loadMap | ( | string | fileName | ) |
Definition at line 84 of file MainGameState.cpp.
References _map.
Referenced by init().
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void MainGameState::processSDLEvent | ( | SDL_Event & | event | ) | [virtual] |
Implements GameState.
Definition at line 118 of file MainGameState.cpp.
References _camera, _map, createUnit(), Direction::E, endActiveUnitTurn(), getActiveUnit(), Camera::getPosition(), Unit::getSelectedUnit(), Direction::N, Direction::NE, Direction::NW, Direction::S, Direction::SE, selectUnit(), Direction::SW, and Direction::W.
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void MainGameState::selectUnit | ( | spUnit | u | ) |
Definition at line 224 of file MainGameState.cpp.
References _unitQueue, and getActiveUnit().
Referenced by processSDLEvent().
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void MainGameState::update | ( | unsigned int | deltaTime | ) | [virtual] |
Implements GameState.
Definition at line 45 of file MainGameState.cpp.
References _camera, _map, getActiveUnit(), Camera::getPosition(), Unit::getSelectedUnit(), Singleton< T >::instance(), Camera::update(), Point::x, and Point::y.
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Camera MainGameState::_camera [private] |
Definition at line 36 of file MainGameState.h.
Referenced by focusOnUnit(), init(), processSDLEvent(), and update().
spMap MainGameState::_map [private] |
Definition at line 32 of file MainGameState.h.
Referenced by createUnit(), focusOnUnit(), init(), loadMap(), processSDLEvent(), and update().
vector<Player> MainGameState::_players [private] |
spUnit MainGameState::_selectedUnit [private] |
Definition at line 35 of file MainGameState.h.
list<spUnit> MainGameState::_unitQueue [private] |
Definition at line 34 of file MainGameState.h.
Referenced by createUnit(), endActiveUnitTurn(), getActiveUnit(), and selectUnit().