Animation | Animation 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 ) |
AnimationManager | The animationManager loads all the textures that are going to be used for animations in the game |
AStar | Finds paths between 2 points using the A* Algorithm |
AStarTile | Super IsoBomb |
AStarTileKey | Used to store AStarTile pointers in a collection |
Bomb | A bomb in the game that explodes and can hurt players that collide with its blast |
Character | Represents a player or computer controller entity that can be moved on the screen and throw bombs |
CharacterProps | Properties for the characters |
ConfigFile | Clean interface to pulling information out of a "ini"-style configuration file, split into sections, variables and values |
Controller | Controls a character |
Drawable | Drawable is an interface class representing a drawable object on the Map |
Effect | An 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 |
EndGame | The EndGame object ends the game by calling resetMap on the global Game object when time runs out |
Entity | A game object that is drawn and can affect gameplay |
Explosion | Takes 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 |
Game | Contains the game objects, updates the logic, and draws entities |
GameDX | A container that holds and initializes all the DirectX objects |
GameDXListener | This is an interface for a listener who needs to listen to the GameDX class for lost device and reset device events |
GameLogic | A GameLogic class is a an updated object within the game |
HomingBomb | A bomb that follows a specified target and explodes upon contact |
IsoException | The IsoException is the base class for exceptions in Super IsoBomb |
Keyboard | Reads from the keyboard using DirectInput |
KeyboardController | A controller that uses input received from the keyboard to control a character |
KeyboardSettings | Stores a mapping for each of the game's action buttons |
Map | The game map can load itself from a file and draw itself |
ObjListNode | A node in the render list |
Particle | A Particle is a timed Effect that is affected by gravity |
Point | Point using floats that is typically a location in the world coordinate and not the screen coordinate space |
Point3D | Super IsoBomb |
Powerup | Modifies Character's properties when they collide |
Rect | Rectangular section, usually used to represent rectangles in world coordinates |
RespawnEntity | Waits for the given amount of time |
RespawnPowerup | Waits for the given amount of time |
SoundSystem | The SoundSystem is a super-high level interface for playing sounds |
TextureManager | Manages a set of numbered textures loaded from a directory with a common extension (specified in the constructor) |
ThrownBomb | A bomb that has been thrown by the player |
Tile | A tile on the map |
TileLocation | A TileLocation object represents a tile location in a diamond isomap that can be moved around in any of the 8 "screen" directions |
Timer | Super IsoBomb |
Vector | 2D vector |
Vector3D | The Vector class represents a 3D vector |
Virus | Affects a character in some way |
Window | Contains data about the game's window and has functions for initializing and controlling the window |