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GameLogic Class Reference

Inheritance diagram for GameLogic:

Inheritance graph
[legend]
List of all members.

Public Types

enum  {
  MSG_LOGIC_LOADLEVEL = 2, MSG_LOGIC_LOADDYNAMICS, MSG_LOGIC_STARTGAME, MSG_L_X,
  MSG_LOGIC_SOUND, MSG_LOGIC_BONUSITEM, MSG_LOGIC_BOOST, MSG_LOGIC_ROUND,
  MSG_LOGIC_DIGGING, MSG_LOGIC_FLYING, MSG_LOGIC_PARTICLE, MSG_LOGIC_MESSAGE
}

Public Member Functions

virtual UserEntityaddUser (ONE::util::ControlDispatcher *cp)
void clear ()
void clearNextLevel ()
virtual void deserializeProps (BinaryInput &b)
virtual void deserializeState (BinaryInput &b)
void executeScriptEvent (int identifier, const string &param)
 GameLogic ()
bool getAllAnimalsReady ()
std::string getLevelName () const
PlayerEntitygetLocalPlayer ()
std::string getNextLevel () const
int getPlayerCount () const
int getSyncableIDByIndex (int i)
void init (GUISet *)
bool isReadyForLoad () const
void movePlayersToStart ()
void processMessage (int msgID, const string &param)
virtual void removeUser (ONE::scene::UserEntity *)
virtual void serializeProps (BinaryOutput &b) const
virtual void serializeState (BinaryOutput &b) const
void setAnimalType (PlayerEntity::type)
void setApp (App *a)
void setLoaded ()
void setNextLevel (const std::string &file, const std::string &name)
void setPlayerChannels ()
void setPlayerHUD ()
void setPlayerName (const std::string &)
void update (RealTime dt)
void updateNetwork (RealTime)
 ~GameLogic ()

Static Public Member Functions

static void destroyInstance ()
static GameLogicgetInstance ()
static bool isActive ()
static bool isDestroyed ()
static bool isVirgin ()
static void setPriority (unsigned short)

Public Attributes

HUDhud
int playersInGoal
int roundsToRun

Protected Types

typedef ONE::util::OrderedAutomatic<
GameLogic
Friendly

Protected Member Functions

 Singleton ()

Static Protected Member Functions

static void destroyedError ()
static void initInstance ()

Member Typedef Documentation

typedef ONE::util::OrderedAutomatic < GameLogic > ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::Friendly [protected, inherited]
 


Member Enumeration Documentation

anonymous enum
 

Enumerator:
MSG_LOGIC_LOADLEVEL 
MSG_LOGIC_LOADDYNAMICS 
MSG_LOGIC_STARTGAME 
MSG_L_X 
MSG_LOGIC_SOUND 
MSG_LOGIC_BONUSITEM 
MSG_LOGIC_BOOST 
MSG_LOGIC_ROUND 
MSG_LOGIC_DIGGING 
MSG_LOGIC_FLYING 
MSG_LOGIC_PARTICLE 
MSG_LOGIC_MESSAGE 


Constructor & Destructor Documentation

GameLogic::GameLogic  ) 
 

GameLogic::~GameLogic  ) 
 


Member Function Documentation

virtual UserEntity* GameLogic::addUser ONE::util::ControlDispatcher cp  )  [virtual]
 

void GameLogic::clear  ) 
 

void GameLogic::clearNextLevel  ) 
 

void GameLogic::deserializeProps BinaryInput &  b  )  [virtual]
 

void GameLogic::deserializeState BinaryInput &  b  )  [virtual]
 

void GameLogic::executeScriptEvent int  identifier,
const string &  param
 

bool GameLogic::getAllAnimalsReady  ) 
 

static GameLogic * ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::getInstance  )  [static, inherited]
 

std::string GameLogic::getLevelName  )  const
 

PlayerEntity* GameLogic::getLocalPlayer  )  [inline]
 

std::string GameLogic::getNextLevel  )  const
 

int GameLogic::getPlayerCount  )  const
 

int GameLogic::getSyncableIDByIndex int  i  ) 
 

void GameLogic::init GUISet  ) 
 

static bool ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::isActive  )  [static, inherited]
 

static bool ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::isDestroyed  )  [static, inherited]
 

bool GameLogic::isReadyForLoad  )  const
 

static bool ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::isVirgin  )  [static, inherited]
 

void GameLogic::movePlayersToStart  ) 
 

void GameLogic::processMessage int  msgID,
const string &  param
 

void GameLogic::removeUser ONE::scene::UserEntity  )  [virtual]
 

void GameLogic::serializeProps BinaryOutput &  b  )  const [virtual]
 

void GameLogic::serializeState BinaryOutput &  b  )  const [virtual]
 

void GameLogic::setAnimalType PlayerEntity::type   ) 
 

void GameLogic::setApp App a  ) 
 

void GameLogic::setLoaded  ) 
 

void GameLogic::setNextLevel const std::string &  file,
const std::string &  name
 

void GameLogic::setPlayerChannels  ) 
 

void GameLogic::setPlayerHUD  ) 
 

void GameLogic::setPlayerName const std::string &   ) 
 

ONE::util::Singleton< GameLogic , ONE::util::OrderedAutomatic >::Singleton  )  [protected, inherited]
 

void GameLogic::update RealTime  dt  ) 
 

void GameLogic::updateNetwork RealTime   ) 
 


Member Data Documentation

HUD* GameLogic::hud
 

int GameLogic::playersInGoal
 

int GameLogic::roundsToRun
 


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