#include <logicminigame.h>
Inherits GameController, and ClickListener.

Public Member Functions | |
| LogicMinigame (LogicScenarioType scenario) | |
| ~LogicMinigame () | |
| void | draw (BITMAP *canvas) |
| This function will also be called each screen refresh to draw to the buffer. | |
| void | step () |
| This function will be called each time unit of the game. | |
| void | onClick (MouseEvent *e) |
| void | onClick (MouseEvent *e, void *caller) |
| void | addGate (int type, Point p) |
| Attempt to add a new gate to the board at point p. | |
| void | makeConnection (LogicComponent *from, Point p) |
| Attempt to make a connection from the given component to whatever is at point p. | |
| bool | isComplete () |
| This function can be called to check if the GameController is done. | |
Public Attributes | |
| LogicLayout * | layout |
Protected Member Functions | |
| void | reset () |
| int | checkTargets () |
| void | releaseWave () |
| void | setupGraphics (LogicScenario *scenario) |
Static Protected Member Functions | |
| static int | permute (int i) |
Protected Attributes | |
| Layer * | minigameLayer |
| Layer * | placementPoints |
| std::vector< LogicTarget * > | targets |
| std::vector< LogicGenerator * > | generators |
| std::vector< LogicComponent * > | gates |
| int | numWaves |
| std::vector< std::vector< int > > | generatorSequence |
| std::vector< std::vector< int > > | targetSequence |
| int | mode |
| int | timingCount |
| Button * | greenButton |
| Button * | redButton |
Static Protected Attributes | |
| static const int | speedMultiplier = 3 |
| static const int | releaseTime = speedMultiplier * 20 |
| static const int | LightOverlayTransparency = 48 |
| static const int | PlacementTransparency = 200 |
| LogicMinigame::LogicMinigame | ( | LogicScenarioType | scenario | ) |
| LogicMinigame::~LogicMinigame | ( | ) |
| void LogicMinigame::addGate | ( | int | type, | |
| Point | p | |||
| ) |
Attempt to add a new gate to the board at point p.
| int LogicMinigame::checkTargets | ( | ) | [protected] |
| void LogicMinigame::draw | ( | BITMAP * | ) | [virtual] |
This function will also be called each screen refresh to draw to the buffer.
Implements GameController.
| bool LogicMinigame::isComplete | ( | ) | [virtual] |
| void LogicMinigame::makeConnection | ( | LogicComponent * | from, | |
| Point | p | |||
| ) |
Attempt to make a connection from the given component to whatever is at point p.
| void LogicMinigame::onClick | ( | MouseEvent * | e, | |
| void * | caller | |||
| ) | [virtual] |
Reimplemented from ClickListener.
| void LogicMinigame::onClick | ( | MouseEvent * | e | ) | [inline, virtual] |
Implements ClickListener.
| int LogicMinigame::permute | ( | int | i | ) | [static, protected] |
| void LogicMinigame::releaseWave | ( | ) | [protected] |
| void LogicMinigame::reset | ( | ) | [protected] |
| void LogicMinigame::setupGraphics | ( | LogicScenario * | scenario | ) | [protected] |
| void LogicMinigame::step | ( | ) | [virtual] |
std::vector<LogicComponent*> LogicMinigame::gates [protected] |
std::vector<LogicGenerator*> LogicMinigame::generators [protected] |
std::vector< std::vector<int> > LogicMinigame::generatorSequence [protected] |
Button* LogicMinigame::greenButton [protected] |
const int LogicMinigame::LightOverlayTransparency = 48 [static, protected] |
Layer* LogicMinigame::minigameLayer [protected] |
int LogicMinigame::mode [protected] |
int LogicMinigame::numWaves [protected] |
Layer* LogicMinigame::placementPoints [protected] |
const int LogicMinigame::PlacementTransparency = 200 [static, protected] |
Button* LogicMinigame::redButton [protected] |
const int LogicMinigame::releaseTime = speedMultiplier * 20 [static, protected] |
const int LogicMinigame::speedMultiplier = 3 [static, protected] |
std::vector<LogicTarget*> LogicMinigame::targets [protected] |
std::vector< std::vector<int> > LogicMinigame::targetSequence [protected] |
int LogicMinigame::timingCount [protected] |
1.5.7.1