Class cGameState {Analysis}

Operations
NameSignatureClass
initializevoid initialize ()cGameState
computeTimeLapseMSDWORD computeTimeLapseMS ()cGameState
computeFrameFactorfloat computeFrameFactor ()cGameState
setMapvoid setMap ()cGameState
getScreen getScreen ()cGameState
setScreenvoid setScreen ()cGameState
updatevoid update ()cGameState
drawvoid draw ()cGameState
getFrameFactor getFrameFactor ()cGameState
addTilesvoid addTiles ()cGameState
getCollidingSpritesstd::vector<cSprite*>* getCollidingSprites ()cGameState
getSpritesstd::vector<cSprite*>* getSprites ()cGameState
getTimeLapseMSDWORD <<accessor>> getTimeLapseMS ()cGameState
getSpriteSetTilescTiles <<accessor>> getSpriteSetTiles ()cGameState
keybool <<accessor>> key ()cGameState
getFrameFactorfloat <<accessor>> getFrameFactor ()cGameState


Attributes
NameClassTypeInitial Value
m_pWindowcGameStatecWindow 
m_pCurrentMapcGameStatecMap 
m_pCurrentScreencGameStatecScreen 
m_dwLastTickCountcGameStateDWORD 
m_dwTimeLapseMScGameStateDWORD 
m_pbKeyStatuscGameStatebool* 
m_fFrameFactorcGameStatefloat 
m_vpSpritescGameStatestd::vector<cSprite*> 
m_vpTilescGameStatestd::vector<cTiles*> 
m_mClearTileTablecGameStatestd::map<std::pair<cTiles*,long>,char> 
m_vpCollideSpritescGameStatestd::vector<cSprite*> 
m_vpTypeSpritescGameStatestd::vector<cSprite*> 
m_iMapPositionXcGameStateint 
m_iMapPositionYcGameStateint 


Dependencies
NameClassSupplier
--Not Named--cGameStatecMap
--Not Named--cGameStatecScreen
--Not Named--cGameStatezeldaSpriteIds
--Not Named--cGameStatecWindow
--Not Named--cGameStatecTiles
--Not Named--cGameStatecZeldaLink
--Not Named--cGameStatecUserInput