The Game Engine  1
ParticleSystem Member List

This is the complete list of members for ParticleSystem, including all inherited members.

BACKGROUND enum valueWorldObject
CollisionEnabledParticleSystem
CollisionListParticleSystem
collisionWithSprites(string name, int count=-1)ParticleSystem
draw()ParticleSystemvirtual
drawCollisions()ParticleSystemvirtual
WorldObject::drawCollisions(vector< CollisionObject * > &vec, const Point2D &pos)WorldObject
getAcceleration()WorldObjectinline
getAngle()WorldObjectinline
getBasePos()ParticleSystemvirtual
getCenterPos()ParticleSystemvirtual
getCollisionData()ParticleSystem
getMaxSpeed()WorldObject
getMaxSpeedSquared()WorldObject
getMaxVelocity()WorldObjectinline
getName()WorldObjectinline
getPosition()WorldObjectinline
getTransparency()WorldObjectinline
getType()ParticleSystemvirtual
getVelocity()WorldObjectinline
getZOrder()WorldObjectinline
mAccelerationWorldObjectprotected
mAngleWorldObjectprotected
mBehaviorWorldObjectprotected
mBoundingBoxParticleSystemprotected
mCollisionDataParticleSystemprotected
MENU enum valueWorldObject
mLastDrawWorldObjectprotected
mLastUpdateWorldObjectprotected
mMaxSpeedWorldObjectprotected
mMaxVelocityWorldObjectprotected
mNameWorldObjectprotected
move(double dx=0.0, double dy=0.0)WorldObjectinline
move(Point2D direction)WorldObjectinlinevirtual
moveTowards(Point2D direction)WorldObjectvirtual
mParticlesParticleSystemprotected
mPosWorldObjectprotected
mScaleWorldObjectprotected
mTextureParticleSystemprotected
mTransparencyWorldObjectprotected
mUnusedWorldObjectprotected
mVelocityWorldObjectprotected
mVisibleWorldObjectprotected
operator<(WorldObject &rhs)WorldObjectinline
ParticleInitParticleSystem
PARTICLESYSTEM enum valueWorldObject
ParticleSystem(string name, Point2D position, Texture tex, vector< CollisionObject * > collisionBounds=vector< CollisionObject * >())ParticleSystem
ParticleUpdateParticleSystem
runBehavior()ParticleSystemvirtual
setAcceleration(Point2D accel)WorldObjectinline
setAngle(float a)WorldObjectinline
setBasePosition(double x, double y)WorldObjectinline
setBasePosition(Point2D pos)WorldObjectinline
setCenterPosition(double x, double y)WorldObjectinline
setCenterPosition(Point2D pos)WorldObjectinline
setMaxSpeed(double vel)WorldObjectinline
setMaxVelocity(Point2D vel)WorldObjectinline
setMaxVelocity(double vel, Point2D dir)WorldObjectinline
setPosition(double x, double y)WorldObjectinline
setPosition(Point2D pos)WorldObjectinline
SetTexture(Actor actor, int animation, int frame)ParticleSystem
SetTexture(SpriteFrame *frame)ParticleSystem
setTransparency(float f)WorldObjectinline
setVelocity(Point2D vel)WorldObjectinline
setVelocity(double xVel, double yVel)WorldObjectinline
setZOrder(int i)WorldObjectinline
SpawnParticles(int numparticles)ParticleSystem
SPRITE enum valueWorldObject
TEXT enum valueWorldObject
update()ParticleSystemvirtual
WorldObject(std::string name, Point2D pos=Point2D(), int z=0)WorldObject
WorldObjectType enum nameWorldObject
ZOrderWorldObjectprotected
~ParticleSystem()ParticleSystem