aStar | BotAI | protected |
BotA(Texture *, Vec2, int, int, Map *) | BotA | |
BotAI(Texture *, Vec2, Vec2, int, int, int, int, Map *) | BotAI | |
collision(Map *, float, float, float, int, int, int, int, char) | Creature | protected |
collisionUpdate(Map *, float) | Creature | |
collisionUpdate(Entity *, float) | Creature | |
Creature(Texture *, Vec2, Vec2, int, int, int, int) | Creature | |
display(SDL_Renderer *) | Entity | |
displayCollisionTest(SDL_Renderer *, Map *, int, int, int, int) | Creature | protected |
displayTiles(SDL_Renderer *, Map *) | Creature | |
drawPath(SDL_Renderer *, Vec2 target) | BotAI | |
Entity(Texture *, Vec2, Vec2, int, int, int, int) | Entity | |
getHeight() | Entity | |
getLastNodePosition() | BotAI | |
getPosition() | Entity | |
getRunning() | BotAI | |
getVelocities() | Creature | |
getWidth() | Entity | |
height | Entity | protected |
lastNode | BotAI | protected |
maxX | Creature | protected |
maxY | Creature | protected |
minX | Creature | protected |
minY | Creature | protected |
moveTarget | BotAI | protected |
nextPosition | BotAI | protected |
playerLineOfSight(Player *, Map *) | BotAI | |
position | Entity | protected |
running | BotAI | protected |
setPosition(Vec2) | Entity | |
setVelocities(Vec2) | Creature | |
source | Entity | protected |
spriteHeight | Entity | protected |
spriteWidth | Entity | protected |
texture | Entity | protected |
updateMovement(Player *, Map *, float) | BotAI | virtual |
updateMovementVelocities(float, bool) | BotAI | protected |
updatePosition(float) | Creature | |
velocities | Creature | protected |
width | Entity | protected |
~BotA() | BotA | |
~BotAI() | BotAI | |
~Creature() | Creature | |
~Entity() | Entity | |