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SuperIsoBomb Compound List

Here are the classes, structs, unions and interfaces with brief descriptions:
AnimationAnimation contains a pointer to a current set of animation frames that are obtained from the animation manager, it uses those to animate the object( character or bombs )
AnimationManagerThe animationManager loads all the textures that are going to be used for animations in the game
AStarFinds paths between 2 points using the A* Algorithm
AStarTileSuper IsoBomb
AStarTileKeyUsed to store AStarTile pointers in a collection
BombA bomb in the game that explodes and can hurt players that collide with its blast
CharacterRepresents a player or computer controller entity that can be moved on the screen and throw bombs
CharacterPropsProperties for the characters
ConfigFileClean interface to pulling information out of a "ini"-style configuration file, split into sections, variables and values
ControllerControls a character
DrawableDrawable is an interface class representing a drawable object on the Map
EffectAn Effect is an object in the game that is drawn, but does not "have a solid existance" like an Entity does -- meaning it is not checked for collisions and therefore is not an essential part of the gameplay logic
EndGameThe EndGame object ends the game by calling resetMap on the global Game object when time runs out
EntityA game object that is drawn and can affect gameplay
ExplosionTakes care of the explosion for each bomb, it takes the blast size and position of the start of the explosion and creates the whole blast from there
GameContains the game objects, updates the logic, and draws entities
GameDXA container that holds and initializes all the DirectX objects
GameDXListenerThis is an interface for a listener who needs to listen to the GameDX class for lost device and reset device events
GameLogicA GameLogic class is a an updated object within the game
HomingBombA bomb that follows a specified target and explodes upon contact
IsoExceptionThe IsoException is the base class for exceptions in Super IsoBomb
KeyboardReads from the keyboard using DirectInput
KeyboardControllerA controller that uses input received from the keyboard to control a character
KeyboardSettingsStores a mapping for each of the game's action buttons
MapThe game map can load itself from a file and draw itself
ObjListNodeA node in the render list
ParticleA Particle is a timed Effect that is affected by gravity
PointPoint using floats that is typically a location in the world coordinate and not the screen coordinate space
Point3DSuper IsoBomb
PowerupModifies Character's properties when they collide
RectRectangular section, usually used to represent rectangles in world coordinates
RespawnEntityWaits for the given amount of time
RespawnPowerupWaits for the given amount of time
SoundSystemThe SoundSystem is a super-high level interface for playing sounds
TextureManagerManages a set of numbered textures loaded from a directory with a common extension (specified in the constructor)
ThrownBombA bomb that has been thrown by the player
TileA tile on the map
TileLocationA TileLocation object represents a tile location in a diamond isomap that can be moved around in any of the 8 "screen" directions
TimerSuper IsoBomb
Vector2D vector
Vector3DThe Vector class represents a 3D vector
VirusAffects a character in some way
WindowContains data about the game's window and has functions for initializing and controlling the window

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