Person Member List

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

_accelPerson [protected]
_airAccelPerson [protected]
_airDragPerson [protected]
_boxObject [protected]
_collidableObject [protected]
_crouchingPerson [protected]
_depthObject [protected]
_dropItemPerson [protected]
_gravityPerson [protected]
_groundDragPerson [protected]
_healthPerson [protected]
_idObject [protected]
_invinciblePerson [protected]
_jumpResetPerson [protected]
_jumpTimerPerson [protected]
_maxFallRatePerson [protected]
_maxJumpTimePerson [protected]
_maxXVelPerson [protected]
_maxYVelPerson [protected]
_previousXPerson [protected]
_previousYPerson [protected]
_prevXDirectionPerson [protected]
_primaryWeaponPerson [protected]
_punchTimerPerson [protected]
_punchWeaponPerson [protected]
_solidObject [protected]
_spritePerson [protected]
_statePerson [protected]
_typeObject [protected]
_wallFallTimePerson [protected]
_wallJumpResetPerson [protected]
_xDirectionPerson [protected]
_xVelocityPerson [protected]
_yDirectionPerson [protected]
_yVelocityPerson [protected]
addHealth(int dHealth)Person [virtual]
aim(yDirection direction)Person [inline]
collidable()Object [inline]
collide(Object *o)Person [virtual]
control()Object [inline, virtual]
copy()Person [virtual]
crouch()Person
die()Person [virtual]
draw()Person [virtual]
getAccel()Person
getBox()Object [inline, virtual]
getDepth()Object [inline]
getHealth()Person [inline]
getId()Object [inline]
getType()Object [inline]
getXDirection()Person [inline]
getYDirection()Person [inline]
id()Object [inline, virtual]
incrVelocity(int xVel, int yVel)Person
invincible()Person [inline, virtual]
jump(xDirection xDir)Person
jumpReset()Person
live()Person [virtual]
load(List *personInfo, bool fromConstructor=true)Person [virtual]
loadObject(std::string filename, int x, int y)Object [static]
Object()Object
Object(List *objInfo, int x, int y)Object
Person(List *personInfo, int x, int y)Person
setCollidable(bool b)Object [inline]
setDepth(double depth)Object [inline]
setId(std::string id)Object [inline, virtual]
setInvincible(bool inv)Person [inline, virtual]
setPos(int x, int y)Person [virtual]
setSolid(bool b)Object [inline]
setType(CollisionType type)Object [inline]
setVelocity(int x, int y)Person [inline]
setXDirection(xDirection xDir)Person [inline]
shoot()Person
solid()Object [inline]
touchingAbove(int pels=1)Person
touchingBelow(int pels=1)Person
touchingLeft(int pels=1)Person
touchingRight(int pels=1)Person
uncrouch()Person
update()Person [virtual]
~Person()Person


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