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Dauphine
0.1
A platforming/stealth game in a medieval fantasy setting, developed with SDL2.
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This is the complete list of members for Player, including all inherited members.
| AERIAL enum value (defined in Player) | Player | |
| aim(Crosshair *const crosshair, double direction) (defined in DynamicEntity) | DynamicEntity | virtual |
| AIMING enum value (defined in Player) | Player | |
| animation | Player | private |
| animationClip | Entity | protected |
| applyGravity() (defined in DynamicEntity) | DynamicEntity | virtual |
| bombPotion (defined in Player) | Player | private |
| boundingBox (defined in Entity) | Entity | protected |
| changeState(const PStates state_) | Player | |
| collisionRects | DynamicEntity | protected |
| crosshair (defined in Player) | Player | private |
| CROUCHING enum value (defined in Player) | Player | |
| currentState | Player | private |
| destroyStates() | Player | |
| detectCollision() | DynamicEntity | protected |
| DynamicEntity(const double x_, const double y_, Sprite *const sprite_) | DynamicEntity | |
| Entity(const double x_, const double y_, Sprite *const sprite_) | Entity | protected |
| getAnimation() | Player | |
| getAnimationClip() | Entity | |
| getBombPotion() (defined in Player) | Player | |
| getCrosshair() (defined in Player) | Player | |
| getHeight() | Entity | |
| getWidth() | Entity | |
| handleCollision(std::array< bool, CollisionSide::SOLID_TOTAL > detections_) | Player | privatevirtual |
| height | Entity | protected |
| IDLE enum value (defined in Player) | Player | |
| initializeStates() | Player | |
| isCurrentState(const PStates state_) | Player | |
| isGrounded | DynamicEntity | |
| isRight | Entity | |
| jump() (defined in DynamicEntity) | DynamicEntity | virtual |
| levelH | DynamicEntity | protected |
| levelW | DynamicEntity | protected |
| maxSpeed | DynamicEntity | |
| move(const bool movingLeft_, const bool movingRight_) (defined in DynamicEntity) | DynamicEntity | virtual |
| MOVING enum value (defined in Player) | Player | |
| Player(const double x_, const double y_, Sprite *const sprite_) | Player | |
| PStates enum name | Player | |
| render(const double cameraX_, const double cameraY_) | Player | virtual |
| roll() (defined in DynamicEntity) | DynamicEntity | virtual |
| ROLLING enum value (defined in Player) | Player | |
| setBombPotion(BombPotion *const bombPotion) (defined in Player) | Player | |
| setCollisionRects(const std::vector< SDL_Rect > &collisionRects_) (defined in DynamicEntity) | DynamicEntity | virtual |
| setCrosshair(Crosshair *const crosshair) (defined in Player) | Player | |
| setLevelWH(const unsigned int width_, const unsigned int height_) | DynamicEntity | virtual |
| slowVx() (defined in DynamicEntity) | DynamicEntity | virtual |
| speed | DynamicEntity | |
| sprite | Entity | protected |
| statesMap | Player | private |
| update(const double dt_) | Player | virtual |
| updatePosition(const double dt_) | DynamicEntity | protectedvirtual |
| useBombPotion(BombPotion *const bombPotion, const int strength, const int distance) (defined in DynamicEntity) | DynamicEntity | virtual |
| vx | DynamicEntity | |
| vy | DynamicEntity | |
| width | Entity | protected |
| x | Entity | |
| y | Entity | |
| ~DynamicEntity() | DynamicEntity | virtual |
| ~Entity() | Entity | virtual |
| ~Player() | Player | virtual |
1.8.4