SuperTux Member List

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

AddDamage(uint damage_points)PhysicalObj
AddSpeed(double norme, double angle)Physics
AddSpeedXY(Point2d vector)Physics
angle_radSuperTux [private]
begin_timeWeaponProjectile [protected]
cfgWeaponProjectile [protected]
change_timeout_allowed()WeaponProjectile
ChangePhysRopeSize(double dl)Physics
CheckOverlapping()PhysicalObj [protected, virtual]
CollidedObject(const Point2i &offset) const PhysicalObj
CollidedObjectXY(const Point2i &position) const PhysicalObj
ComputeNextXY(double delta_t)Physics [protected]
DecrementTimeOut()WeaponProjectile
dernier_obj_toucheWeaponProjectile
dernier_ver_toucheWeaponProjectile
DoExplosion()WeaponProjectile [protected, virtual]
Draw()WeaponProjectile [virtual]
Drown()PhysicalObj
explode_colliding_characterWeaponProjectile [protected]
explode_with_collisionWeaponProjectile [protected]
explode_with_timeoutWeaponProjectile [protected]
Explosion()WeaponProjectile [protected, virtual]
FootsInVacuum() const PhysicalObj
FootsInVacuumXY(const Point2i &position) const PhysicalObj
FootsOnFloor(int y) const PhysicalObj
GetAirResistFactor() const Physics [inline]
GetAngularSpeed() const Physics
GetCenter() const PhysicalObj
GetCenterX() const PhysicalObj
GetCenterY() const PhysicalObj
GetGravityFactor() const Physics [inline]
GetHeight() const PhysicalObj
GetMass() const Physics [inline]
GetName() const PhysicalObj [inline, virtual]
GetPhysX() const Physics
GetPhysY() const Physics
GetPos() const Physics
GetPosition() const PhysicalObj
GetRebounding() const Physics [inline]
GetRect() const PhysicalObj
GetRopeAngle()Physics
GetRopeLength()Physics
GetSize() const PhysicalObj
GetSpeed(double &norm, double &angle) const Physics
GetSpeed() const Physics
GetSpeedAngle() const Physics
GetSpeedXY(Point2d &vector) const Physics
GetTestHeight() const PhysicalObj
GetTestRect() const PhysicalObj
GetTestWidth() const PhysicalObj
GetTotalTimeout() const WeaponProjectile
GetWidth() const PhysicalObj
GetWindFactor() const Physics [inline]
GetX() const PhysicalObj
GetY() const PhysicalObj
Ghost()PhysicalObj
GoesThroughWall() const PhysicalObj [inline]
GoOutOfWater()PhysicalObj
imageWeaponProjectile [protected]
IncrementTimeOut()WeaponProjectile
Init()PhysicalObj
IsDead() const PhysicalObj
IsDrowned() const PhysicalObj
IsFalling() const Physics
IsGhost() const PhysicalObj
IsImmobile() const WeaponProjectile [virtual]
IsInVacuum(const Point2i &offset, bool check_objects=true) const PhysicalObj
IsInVacuumXY(const Point2i &position, bool check_objects=true) const PhysicalObj
IsInWater() const PhysicalObj
IsMoving() const Physics
IsOutsideWorld(const Point2i &offset) const PhysicalObj
IsOutsideWorldXY(Point2i position) const PhysicalObj
IsOverlapping(const PhysicalObj *obj) const PhysicalObj [virtual]
last_moveSuperTux
launcherWeaponProjectile
life_pointsPhysicalObj [protected]
m_alivePhysicalObj [protected]
m_allow_negative_yPhysicalObj [protected]
m_balancing_dampingPhysics [protected]
m_cfgPhysics [protected]
m_elasticity_dampingPhysics [protected]
m_elasticity_offPhysics [protected]
m_extern_forcePhysics [protected]
m_fix_point_dxyPhysics [protected]
m_fix_point_gndPhysics [protected]
m_heightPhysicalObj [protected]
m_last_movePhysics [protected]
m_namePhysicalObj [protected]
m_overlapping_objectPhysicalObj [protected]
m_phys_heightPhysics [protected]
m_phys_widthPhysics [protected]
m_rebound_soundPhysicalObj [protected]
m_rope_anglePhysics [protected]
m_rope_elasticityPhysics [protected]
m_rope_lengthPhysics [protected]
m_test_bottomPhysicalObj [protected]
m_test_leftPhysicalObj [protected]
m_test_rightPhysicalObj [protected]
m_test_topPhysicalObj [protected]
m_timeout_modifierWeaponProjectile
m_widthPhysicalObj [protected]
ObjTouche(const PhysicalObj &b) const PhysicalObj
ObjTouche(const Point2i &p) const PhysicalObj
particle_engineSuperTux [private]
PhysicalObj(const std::string &name, const std::string &xml_config="")PhysicalObj
Physics()Physics
PutOutOfGround()PhysicalObj
PutOutOfGround(double direction)PhysicalObj
PutRandomly(bool on_top_of_world, double min_dst_with_characters)PhysicalObj
RandomizeShoot(double &angle, double &strength)WeaponProjectile [protected, virtual]
Rebound(Point2d contactPos, double contact_angle)Physics [protected]
Refresh()SuperTux [virtual]
ResetConstants()Physics
ResetTimeOut()WeaponProjectile
RunPhysicalEngine()Physics
SetAirResistFactor(double factor)Physics
SetAngle(double angle)SuperTux [inline]
SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects)PhysicalObj
SetExternForce(double length, double angle)Physics
SetExternForceXY(Point2d vector)Physics
SetGravityFactor(double factor)Physics
SetMass(double mass)Physics
SetOverlappingObject(PhysicalObj *obj)PhysicalObj
SetPhysFixationPointXY(double g_x, double g_y, double dx, double dy)Physics
SetPhysSize(double width, double height)Physics
SetPhysXY(double x, double y)Physics
SetPhysXY(const Point2d &position)Physics
SetRebounding(bool rebounding)Physics [inline]
SetSize(const Point2i &newSize)PhysicalObj
SetSpeed(double norme, double angle)Physics
SetSpeedXY(Point2d vector)Physics
SetTestRect(uint left, uint right, uint top, uint bottom)PhysicalObj
SetTimeOut(int timeout)WeaponProjectile
SetWindFactor(double wind_factor)Physics
SetX(int x)PhysicalObj
SetXY(const Point2i &position)PhysicalObj
SetY(int y)PhysicalObj
Shoot(double strength)SuperTux [virtual]
ShootSound()WeaponProjectile [protected, virtual]
SignalCollision()WeaponProjectile [protected, virtual]
SignalDeath()Physics [protected, virtual]
SignalDrowning()WeaponProjectile [protected, virtual]
SignalExplosion()WeaponProjectile [protected, virtual]
SignalGhostState(bool was_dead)WeaponProjectile [protected, virtual]
SignalGroundCollision()WeaponProjectile [protected, virtual]
SignalObjectCollision(PhysicalObj *obj)WeaponProjectile [protected, virtual]
SignalOutOfMap()SuperTux [protected, virtual]
SignalRebound()PhysicalObj [protected, virtual]
SignalTimeout()WeaponProjectile [protected, virtual]
speedSuperTux
StartMoving()Physics
StopMoving()Physics
SuperTux(SuperTuxWeaponConfig &cfg, WeaponLauncher *p_launcher)SuperTux
time_next_actionSuperTux
time_nowSuperTux
turn_left()SuperTux
turn_right()SuperTux
UnsetPhysFixationPoint()Physics
UpdatePosition()PhysicalObj
WeaponProjectile(const std::string &nom, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher)WeaponProjectile
~PhysicalObj()PhysicalObj [virtual]
~Physics()Physics [virtual]
~WeaponProjectile()WeaponProjectile [virtual]


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