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src/Area.cpp

getTilesetCoords

Type Variable Name Description
int columns N/A
int id N/A

Return Type: Vector2u (N/A)

angleBetween

Type Variable Name Description
Vector2f vec1 N/A
Vector2f vec2 N/A

Return Type: float (N/A)

magnitude

Type Variable Name Description
Vector2f vec N/A

Return Type: float (N/A)

dotProduct

Type Variable Name Description
Vector2f vec1 N/A
Vector2f vec2 N/A

Return Type: float (N/A)

vectorFromAngle

Type Variable Name Description
float angle N/A

Return Type: Vector2f (N/A)

getMinMax

Gets the minimum and maximum dot products of vec to every point in points

Type Variable Name Description
Vector2f vec A vector that you are finding the min/max of
const vector& points The points that we are getting the dot products of

Return Type: MinMax (A datatype that holds the min and max dotproducts)

addUnique

Modifies anglesToCheck to add the angle associated with vec IF the angle doesnt already exist in anglesToCheck

Type Variable Name Description
Vector2f vec The vector we might add to anglesToCheck
vector& anglesToCheck N/A

Return Type: void (N/A)

Area::layerInit

Type Variable Name Description
RenderWindow& window N/A
vector<EnemyType*> enemyTypes N/A
ap<string N/A
ap<char N/A
Mix_Chunk*>>& textNoise N/A
const Layer* layer N/A

Return Type: void (N/A)

flattenLayers

Type Variable Name Description
const vectorLayer::Ptr& layers N/A

Return Type: vector<Layer*> (N/A)

Area::getKey

Type Variable Name Description
const pair<pair<const Layer* N/A
nt> N/A
int>& a N/A

Return Type: int (N/A)

Area::Area

Type Variable Name Description
RenderWindow& window N/A
string path N/A
vector<EnemyType*> enemyTypes N/A
string bg N/A
ap<string N/A
ap<char N/A
Mix_Chunk*>>& textNoise N/A

Return Type: (N/A)

Area::~Area

Type Variable Name Description

Return Type: (N/A)

Area::diagonalTileFinder

Tiles in Tiled can be diagonally flipped, which cannot be done with simple flips and rotations. This function finds which tiles get diagonally flipped and creates a new texutre that is the diagonally flipped version of it.

Type Variable Name Description
RenderWindow& window A renderwindow is used to create the diagonally flipped textures
const Layer* layer The layer with tiles

Return Type: void (N/A)

Area::getIndexForID

Type Variable Name Description
int& ID N/A

Return Type: int (N/A)

Area::renderObject

Type Variable Name Description
RenderWindow& window N/A
const Layer* layer N/A
const Object& object N/A

Return Type: void (N/A)

Area::renderTile

Type Variable Name Description
RenderWindow& window N/A
const Layer* layer N/A
IntRect& intrect N/A
const TileLayer::Tile& tile N/A
int x N/A
int y N/A

Return Type: void (N/A)

Area::renderLayer

*Tiled tmxmaps have layers, this function renders a layer. *

Type Variable Name Description
RenderWindow& window N/A
const Layer* layer N/A
IntRect& intrect N/A

Return Type: void (N/A)

Area::render

Type Variable Name Description
RenderWindow& window N/A
Player* player N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: void (N/A)

Area::placePlayer

Type Variable Name Description
Player* player N/A

Return Type: void (N/A)

Area::placePlayer

Type Variable Name Description
Player* player N/A
const vector<Layer*>& layers N/A

Return Type: void (N/A)

Area::collision

Type Variable Name Description
RenderWindow& window N/A
Collideable* player N/A

Return Type: void (N/A)

Area::collision

Type Variable Name Description
RenderWindow& window N/A
Collideable* player N/A
const vector<Layer*>& layers N/A

Return Type: void (N/A)

src/BattleOptions.cpp

BattleOptions::BattleOptions

Type Variable Name Description
RenderWindow& window N/A

Return Type: (N/A)

BattleOptions::makeMaxWidth

Type Variable Name Description
Entity*& object N/A
double& scalingSize N/A
SDL_Texture* texture N/A

Return Type: void (N/A)

BattleOptions::customDraw

Type Variable Name Description
RenderWindow* window N/A

Return Type: void (N/A)

BattleOptions::selectionLimiting

Type Variable Name Description

Return Type: void (N/A)

boDecrement

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

boIncrement

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

boUp

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

boDown

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

boSelect

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

boMainOptionSelect

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

src/Buff.cpp

Buff::Buff

Type Variable Name Description
int l N/A
int t N/A
BuffType b N/A

Return Type: (N/A)

Buff::Buff

Type Variable Name Description
const Buff &t N/A

Return Type: (N/A)

Buff::infoUpdate

Type Variable Name Description

Return Type: void (N/A)

Buff::changeBuff

Type Variable Name Description
Buff b N/A
double (*op)(double N/A
ouble) N/A

Return Type: void (N/A)

Add

Type Variable Name Description
double a N/A
double b N/A

Return Type: double (N/A)

Subtract

Type Variable Name Description
double a N/A
double b N/A

Return Type: double (N/A)

Buff::merge

Type Variable Name Description
Buff b N/A

Return Type: void (N/A)

Buff::remove

Type Variable Name Description
Buff b N/A

Return Type: void (N/A)

Buff::effect

Type Variable Name Description
Fightable character N/A

Return Type: void (N/A)

Buff::turnOver

Type Variable Name Description
Fightable f N/A

Return Type: void (N/A)

src/BuffMove.cpp

BuffMove::BuffMove

Type Variable Name Description
string n N/A
float d N/A
int m N/A
bool p N/A
bool se N/A
int a N/A
vector t N/A
vector k N/A
ector<pair<int N/A
int>> sn N/A
vector ta N/A
bool tet N/A
int h N/A

Return Type: (N/A)

src/BuffType.cpp

BuffType::BuffType

Type Variable Name Description
string n N/A
string d N/A
bool b N/A

Return Type: (N/A)

BuffType::effect

Type Variable Name Description
int level N/A
Fightable c N/A

Return Type: void (N/A)

BuffType::operator==

Type Variable Name Description
BuffType& bt N/A

Return Type: bool (N/A)

src/Collideable.cpp

Collideable::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

Collideable::getHitbox

Type Variable Name Description

Return Type: SDL_Rect (N/A)

Collideable::getPoints

Type Variable Name Description

Return Type: vector (N/A)

src/ControlsConfig.cpp

src/Enemy.cpp

Enemy::Enemy

Type Variable Name Description
RenderWindow* window N/A
EnemyType* e N/A
int x N/A
int y N/A
Player* p N/A

Return Type: (N/A)

Enemy::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

Enemy::changeSpriteSheet

Type Variable Name Description
string newSheet N/A

Return Type: void (N/A)

Enemy::battle

Type Variable Name Description
RenderWindow* window N/A
Fightable* turn N/A
vector<GameObject*>& battleEntities N/A

Return Type: void (N/A)

src/EnemyType.cpp

EnemyType::EnemyType

Type Variable Name Description
string n N/A
ap<string N/A
Move*>& allMoves N/A
const json& j N/A

Return Type: (N/A)

src/Entity.cpp

Entity::~Entity

Type Variable Name Description

Return Type: (N/A)

Entity::Entity

Type Variable Name Description

Return Type: (N/A)

Entity::Entity

Type Variable Name Description
float px N/A
float py N/A
SDL_Texture* ptexture N/A
int pw N/A
int ph N/A

Return Type: (N/A)

Entity::Entity

Type Variable Name Description
float px N/A
float py N/A
SDL_Texture* ptexture N/A

Return Type: (N/A)

Entity::setTexture

Type Variable Name Description
SDL_Texture* ptexture N/A

Return Type: void (N/A)

Entity::Entity

Type Variable Name Description
const Entity& e N/A

Return Type: (N/A)

Entity::fullPicSize

Type Variable Name Description

Return Type: void (N/A)

Entity::setRect

Type Variable Name Description

Return Type: void (N/A)

Entity::getsize

Type Variable Name Description

Return Type: SDL_Point (N/A)

SDL_QueryTexture

Type Variable Name Description
exture.get() N/A
ULL N/A
ULL N/A
size.x N/A
size.y N/A

Return Type: (N/A)

Entity::getRect

Type Variable Name Description

Return Type: SDL_Rect (N/A)

Entity::distance

Type Variable Name Description
Entity* e N/A

Return Type: float (N/A)

Entity::angleBetween

Type Variable Name Description
Entity* e N/A

Return Type: float (N/A)

Entity::customDraw

Type Variable Name Description
RenderWindow* window N/A

Return Type: void (N/A)

src/Fightable.cpp

Fightable::Fightable

Type Variable Name Description

Return Type: (N/A)

Fightable::battle

Type Variable Name Description
RenderWindow* window N/A
Fightable* turn N/A
vector<GameObject*>& battleEntities N/A

Return Type: void (N/A)

Fightable::battleInit

Type Variable Name Description
RenderWindow& window N/A
int index N/A

Return Type: void (N/A)

Fightable::addToExhaustQueue

Adds a move to the exhaust queue

Type Variable Name Description
Move* move The move that is being added to the exhaust queue

Return Type: void (N/A)

Fightable::getExhaust

Gets the moves exhaust multiplier via the staling queue

Type Variable Name Description
Move* move The move that is being checked for its exhaust

Return Type: float (The exhaust multiplier to the move)

src/FreeFuncs.cpp

src/GameObject.cpp

GameObject::GameObject

Type Variable Name Description

Return Type: (N/A)

GameObject::GameObject

Type Variable Name Description
float px N/A
float py N/A
SDL_Texture* ptexture N/A
int pw N/A
int ph N/A

Return Type: (N/A)

GameObject::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

GameObject::changeSpriteSheet

Type Variable Name Description
string newSheet N/A

Return Type: void (N/A)

GameObject::createObject

Type Variable Name Description

Return Type: GameObject* (N/A)

src/HealthBar.cpp

HealthBar::HealthBar

Type Variable Name Description
RenderWindow* window N/A
int x N/A
int y N/A
int w N/A
int h N/A

Return Type: (N/A)

HealthBar::~HealthBar

Type Variable Name Description

Return Type: (N/A)

HealthBar::represent

Type Variable Name Description
RenderWindow* window N/A
Fightable* fighter N/A

Return Type: void (N/A)

src/ImageLayer.cpp

src/Interactable.cpp

Interactable::Interactable

Type Variable Name Description
SDL_Rect r N/A
TextSequence* i N/A

Return Type: (N/A)

Interactable::~Interactable

Type Variable Name Description

Return Type: (N/A)

src/KeyFrame.cpp

KeyFrame::KeyFrame

Type Variable Name Description
int f N/A
string a N/A
int ro N/A
int xTemp N/A
int yTemp N/A
int r N/A
int i N/A
bool d N/A
int fd N/A

Return Type: (N/A)

KeyFrame::applyKeyframe

Type Variable Name Description
Fightable* attacker N/A
KeyFrame& previous N/A
int curFrame N/A
Fightable* defender N/A
bool reverse N/A

Return Type: void (N/A)

KeyFrame::base

Type Variable Name Description
Fightable* attacker N/A
Fightable* defender N/A
bool reverse N/A

Return Type: pair<int, int> (N/A)

src/LayerGroup.cpp

src/main.cpp

flippedIndex

I dont remember what this does, its something for spiral / darkness though

Type Variable Name Description
int num N/A
ector<pair<int N/A
int>>& degree45 N/A
int subtract = 0 N/A

Return Type: inline pair<int, int> (N/A)

inRange

Type Variable Name Description
int n N/A
int s N/A
int l N/A

Return Type: inline bool (N/A)

operator+

Type Variable Name Description
const pair<int N/A
int>& a N/A
const pair<int N/A
int>& b N/A

Return Type: pair<int, int> (N/A)

operator<<

Type Variable Name Description
ostream& os N/A
const KeyFrame& obj N/A

Return Type: ostream& (N/A)

spiralPerPixel

Type Variable Name Description
Uint32* pixels N/A
Uint32* newPixels N/A
ector<pair<int N/A
int>>& degree45 N/A
air<int N/A
int>& center N/A
SDL_Rect& texture_rect N/A
int z N/A
int r N/A
SDL_PixelFormat* format N/A
int transitionFrames N/A
double val N/A

Return Type: void (N/A)

movementCompute

Type Variable Name Description
int transitionFrames N/A
ector<pair<int N/A
int>>& degree45 N/A
int r N/A
SDL_Rect& texture_rect N/A

Return Type: double (N/A)

blackCompute

Type Variable Name Description
int transitionFrames N/A
ector<pair<int N/A
int>>& degree45 N/A
int r N/A
SDL_Rect& texture_rect N/A

Return Type: double (N/A)

blackPerPixel

Type Variable Name Description
Uint32* pixels N/A
Uint32* newPixels N/A
ector<pair<int N/A
int>>& degree45 N/A
air<int N/A
int>& center N/A
SDL_Rect& texture_rect N/A
int z N/A
int r N/A
SDL_PixelFormat* format N/A
int transitionFrames N/A
double mult N/A

Return Type: void (N/A)

circularScreenEdit

Type Variable Name Description
int rstart N/A
int rend N/A
SDL_Rect texture_rect N/A
int transitionFrames N/A
Uint32* pixels N/A
Uint32* newPixels N/A
int maxRadius N/A
SDL_PixelFormat* format N/A
void (*perPixel)(Uint32*,Uint32*,vector<pair<int N/A
nt>>&,pair<int N/A
nt>&,SDL_Rect&,int,int,SDL_PixelFormat*,int,double) N/A
double (*compute)(int N/A
ector<pair<int N/A
nt>>& N/A
int r N/A
DL_Rect&) N/A

Return Type: void (N/A)

getChunks

Type Variable Name Description
string s N/A

Return Type: map<char, Mix_Chunk*> (N/A)

backout

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

forward

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

sortComb

Type Variable Name Description
vector<T*>& vec N/A
int (*foo)(T*) N/A

Return Type: void (N/A)

getValue

Type Variable Name Description
Fightable* f N/A

Return Type: int (N/A)

getValue

Type Variable Name Description
Enemy* f N/A

Return Type: int (N/A)

rhythmPress

Is called whenever a key is pressed during the rhythm section

Type Variable Name Description
RenderWindow* window N/A
vector<GameObject*>& battleEntities N/A
vector<RhythmNote*>* notes The notes that need to be pressed during the rhythm game section
float* howGoodYouDoIt A pointer to a variable that will be used to calculate damage and other things
float maxGoodness The maximum amount that can be added to howGoodYouDoIt per note
int nt The note type / key that the player is pressing

Return Type: void (N/A)

rhythmPressUp

Deals with up presses by calling the general rhythmPress. This is done as this function is passed as a function pointer for arrow presses.

Type Variable Name Description
vector<void*> passingArgument Contains, in this order, the notes, a pointer to howGoodYouDoIt and maxGoodness

Return Type: void (N/A)

rhythmPressLeft

Deals with left presses by calling the general rhythmPress. This is done as this function is passed as a function pointer for arrow presses.

Type Variable Name Description
vector<void*> passingArgument Contains, in this order, the notes, a pointer to howGoodYouDoIt and maxGoodness

Return Type: void (N/A)

rhythmPressRight

Deals with right presses by calling the general rhythmPress. This is done as this function is passed as a function pointer for arrow presses.

Type Variable Name Description
vector<void*> passingArgument Contains, in this order, the notes, a pointer to howGoodYouDoIt and maxGoodness

Return Type: void (N/A)

rhythmPressDown

Deals with down presses by calling the general rhythmPress. This is done as this function is passed as a function pointer for arrow presses.

Type Variable Name Description
vector<void*> passingArgument Contains, in this order, the notes, a pointer to howGoodYouDoIt and maxGoodness

Return Type: void (N/A)

threadCircularApplication

This whole thing does full screen visual effects such as darkening edges and spiralling pixels

Type Variable Name Description
RenderWindow& window N/A
Uint32*& newPixels N/A
SDL_Texture*& window_texture N/A
SDL_Surface*& window_surface N/A
int& transitionFrames N/A
SDL_Rect& texture_rect N/A
const int& THREADS N/A
int start N/A
double mod N/A
void (*perPixel)(Uint32*,Uint32*,vector<pair<int N/A
nt>>&,pair<int N/A
nt>&,SDL_Rect&,int,int,SDL_PixelFormat*,int,double) N/A
double (*compute)(int N/A
ector<pair<int N/A
nt>>& N/A
int r N/A
DL_Rect&) N/A

Return Type: inline SDL_Texture* (N/A)

loadStingerNotes

Type Variable Name Description
json& data N/A

Return Type: vector<pair<int, int>> (N/A)

loadMoves

Type Variable Name Description
const string& path N/A
ap<string N/A
Move*>& moves N/A
ap<string N/A
Mix_Chunk*>& stingers N/A

Return Type: void (N/A)

loadEnemyTypes

Type Variable Name Description
const string& path N/A
ap<string N/A
Move*>& moves N/A
ap<string N/A
EnemyType*>& enemyTypes N/A

Return Type: void (N/A)

main

Type Variable Name Description
int argc N/A
char *argv[] N/A

Return Type: int (N/A)

src/Map.cpp

src/Move.cpp

Move::Move

Type Variable Name Description
string n N/A
float d N/A
int m N/A
bool p N/A
bool se N/A
int a N/A
vector t N/A
vector k N/A
ector<pair<int N/A
int>> sn N/A
bool tet N/A
int h N/A

Return Type: (N/A)

Move::getHitting

Type Variable Name Description
Fightable* attacker N/A
Fightable* defender N/A

Return Type: bool (N/A)

Move::getCrit

Type Variable Name Description
Fightable* attacker N/A

Return Type: bool (N/A)

Move::dealDamage

Type Variable Name Description
RenderWindow* window N/A
Fightable* attacker N/A
Fightable* defender N/A
vector<GameObject*>& battleEntities N/A
bool hitting N/A
bool crit N/A
float howGoodYouDoIt N/A

Return Type: void (N/A)

src/Object.cpp

src/ObjectGroup.cpp

src/ObjectTypes.cpp

src/PartyMember.cpp

PartyMember::battle

Type Variable Name Description
RenderWindow* window N/A
Fightable* turn N/A
vector<GameObject*>& battleEntities N/A

Return Type: void (N/A)

PartyMember::doAttack

Type Variable Name Description
RenderWindow* window N/A
Fightable* enemy N/A
vector<GameObject*>& battleEntities N/A

Return Type: void (N/A)

src/Player.cpp

InputLinkedList::InputLinkedList

Type Variable Name Description
int i N/A

Return Type: (N/A)

InputLinkedList::~InputLinkedList

Type Variable Name Description

Return Type: (N/A)

pushBack

Type Variable Name Description
InputLinkedList* ill N/A
int i N/A

Return Type: InputLinkedList* (N/A)

find

Type Variable Name Description
InputLinkedList* ill N/A
int i N/A

Return Type: InputLinkedList* (N/A)

pullForward

Type Variable Name Description
InputLinkedList* ill N/A
int i N/A

Return Type: InputLinkedList* (N/A)

addInput

Type Variable Name Description
InputLinkedList* ill N/A
int i N/A

Return Type: InputLinkedList* (N/A)

Player::Player

Type Variable Name Description
RenderWindow* window N/A
vector<Move*> m N/A

Return Type: (N/A)

interactCheck

Type Variable Name Description
vector<void*> vv N/A

Return Type: void (N/A)

Player::act

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: void (N/A)

Player::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

Player::changeDirection

Type Variable Name Description

Return Type: void (N/A)

src/Property.cpp

src/RenderWindow.cpp

RenderWindow::RenderWindow

Type Variable Name Description
const char* title N/A

Return Type: (N/A)

RenderWindow::~RenderWindow

Type Variable Name Description

Return Type: (N/A)

RenderWindow::resizeWindow

Type Variable Name Description

Return Type: void (N/A)

RenderWindow::cleanUp

Type Variable Name Description

Return Type: void (N/A)

RenderWindow::loadTexture

Type Variable Name Description
const char* filePath N/A

Return Type: SDL_Texture* (N/A)

RenderWindow::clear

Type Variable Name Description

Return Type: void (N/A)

RenderWindow::setColor

Type Variable Name Description
int r N/A
int g N/A
int b N/A
int a N/A

Return Type: void (N/A)

RenderWindow::drawLine

Type Variable Name Description
int x1 N/A
int y1 N/A
int x2 N/A
int y2 N/A
bool stationary N/A

Return Type: void (N/A)

RenderWindow::getDestRect

Type Variable Name Description
Entity* entity N/A
bool stationary N/A

Return Type: SDL_Rect (N/A)

RenderWindow::scaleDestRect

Type Variable Name Description
SDL_Rect& dest N/A

Return Type: void (N/A)

RenderWindow::render

Type Variable Name Description
Entity* entity N/A
bool stationary N/A
int centerx N/A
int centery N/A

Return Type: void (N/A)

RenderWindow::display

Type Variable Name Description

Return Type: void (N/A)

RenderWindow::drawCircle

Type Variable Name Description
int x N/A
int y N/A
int radius N/A

Return Type: void (N/A)

RenderWindow::getTextSurface

Type Variable Name Description
string text N/A
unsigned char r N/A
unsigned char g N/A
unsigned char b N/A
unsigned char a N/A

Return Type: SDL_Surface* (N/A)

SDL_GetError

Type Variable Name Description

Return Type: // cout << (N/A)

TTF_GetError

Type Variable Name Description

Return Type: // cout << (N/A)

RenderWindow::drawScaledTextInBox

Type Variable Name Description
string text N/A
unsigned char r N/A
unsigned char g N/A
unsigned char b N/A
unsigned char a N/A
int x N/A
int y N/A
int w N/A
int h N/A
bool centered N/A

Return Type: void (N/A)

RenderWindow::textRect

Type Variable Name Description
SDL_Surface* surfaceMessage N/A
SDL_Texture* Message N/A
SDL_Rect Message_rect N/A

Return Type: void (N/A)

RenderWindow::drawText

Type Variable Name Description
string text N/A
unsigned char r N/A
unsigned char g N/A
unsigned char b N/A
unsigned char a N/A
int x N/A
int y N/A
int w N/A
int h N/A

Return Type: void (N/A)

RenderWindow::getAreaTexture

Type Variable Name Description
SDL_Rect& rect N/A
SDL_Texture* source N/A

Return Type: SDL_Texture* (N/A)

src/RhythmNote.cpp

RhythmNote::RhythmNote

Type Variable Name Description
RenderWindow* window N/A
air<int N/A
int> note N/A
chrono::steady_clock::time_point* s N/A

Return Type: (N/A)

RhythmNote::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

src/Selector.cpp

Selector::Selector

Creates a Selector

Type Variable Name Description
RenderWindow& window Window used to load the selector texture

Return Type: (Selector)

Selector::render

Type Variable Name Description
RenderWindow* window N/A
vector<GameObject*>& entities N/A

Return Type: void (N/A)

Selector::getSelected

Gets the selected enemy the cursor is hovering over

Type Variable Name Description
RenderWindow* window Window used to get the teams

Return Type: Fightable* (Fighter that is selected)

sDecrement

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

sIncrement

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

sEnter

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

sParty

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

sEnemy

Type Variable Name Description
vector<void*> passingArgument N/A

Return Type: void (N/A)

src/SpawnZone.cpp

SpawnZone::SpawnZone

Type Variable Name Description
SDL_Rect z N/A
vector<EnemyType*> e N/A

Return Type: (N/A)

SpawnZone::spawnEnemies

Type Variable Name Description
RenderWindow* window N/A
Player* player N/A
vector<GameObject*>& entities N/A

Return Type: void (N/A)

src/SpriteSheet.cpp

SpriteSheet::SpriteSheet

Type Variable Name Description

Return Type: (N/A)

SpriteSheet::SpriteSheet

Type Variable Name Description
SDL_Texture* ptexture N/A
int x N/A
int y N/A
int f N/A

Return Type: (N/A)

src/Stats.cpp

Stats::Stats

Type Variable Name Description

Return Type: (N/A)

Stats::Stats

Type Variable Name Description
int s N/A
int v N/A
int m N/A
int a N/A
int l N/A
int ap N/A

Return Type: (N/A)

Stats::giveEXP

Type Variable Name Description

Return Type: int (N/A)

Stats::getStatTotal

Type Variable Name Description

Return Type: int (N/A)

Stats::getLevel

Type Variable Name Description

Return Type: int (N/A)

Stats::resetStats

Type Variable Name Description

Return Type: void (N/A)

Stats::setStats

Type Variable Name Description
bool override N/A

Return Type: void (N/A)

src/TextBox.cpp

TextBox::TextBox

Type Variable Name Description
RenderWindow& window N/A
vector t N/A

Return Type: (N/A)

TextBox::reset

Type Variable Name Description

Return Type: void (N/A)

TextBox::draw

Type Variable Name Description
RenderWindow& window N/A

Return Type: bool (N/A)

src/TextObject.cpp

TextObject::TextObject

Type Variable Name Description
RenderWindow* window N/A
int n N/A
Fightable* gotHit N/A
bool crit N/A

Return Type: (N/A)

TextObject::TextObject

Type Variable Name Description
RenderWindow* window N/A
string t N/A
Fightable* gotHit N/A
SDL_Color c N/A

Return Type: (N/A)

TextObject::TextObject

Type Variable Name Description
RenderWindow* window N/A
string t N/A
int spawnx N/A
int spawny N/A
SDL_Color c N/A

Return Type: (N/A)

TextObject::setText

Type Variable Name Description
RenderWindow* window N/A

Return Type: void (N/A)

TextObject::centerOn

Type Variable Name Description
Fightable* gotHit N/A

Return Type: void (N/A)

TextObject::draw

Type Variable Name Description
RenderWindow* window N/A
World* world N/A
vector<GameObject*>& entities N/A

Return Type: bool (N/A)

src/TextSequence.cpp

TextSequence::TextSequence

Type Variable Name Description
vector t N/A
ap<char N/A
Mix_Chunk*>* s N/A

Return Type: (N/A)

TextSequence::draw

Type Variable Name Description
RenderWindow& window N/A

Return Type: bool (N/A)

TextSequence::reset

Type Variable Name Description

Return Type: void (N/A)

src/TextSlice.cpp

TextSlice::TextSlice

Type Variable Name Description
RenderWindow& window N/A
string t N/A

Return Type: (N/A)

TextSlice::TextSlice

Type Variable Name Description
RenderWindow& window N/A
string t N/A
SDL_Color c N/A

Return Type: (N/A)

TextSlice::TextSlice

Type Variable Name Description
RenderWindow& window N/A
string t N/A
SDL_Color c N/A
vector e N/A

Return Type: (N/A)

TextSlice::draw

Type Variable Name Description
RenderWindow& window N/A

Return Type: bool (N/A)

TextSlice::setEffects

Type Variable Name Description
vector e N/A

Return Type: void (N/A)

src/TileLayer.cpp

src/Tileset.cpp

src/utils.cpp

random

The random function that is called in the entire code

Type Variable Name Description

Return Type: float (A random float from 0.0 to 1.0)

rand

Gives a random number that follows a bell curve

Type Variable Name Description
float std The standard deviation for the bell curve
float m The mean of the bell curve

Return Type: float (A random number with mean m and standard deviation of std)

invNorm

Type Variable Name Description
float x cdf of a standard normal distribution

Return Type: float (The z-value of x )

RationalApproximation

Type Variable Name Description
float t N/A

Return Type: float (N/A)

weighted

Type Variable Name Description
vector<Fightable*> party N/A

Return Type: float (N/A)

weighted

Type Variable Name Description
vector<Enemy*> party N/A

Return Type: float (N/A)

average

Type Variable Name Description
vector<Fightable*> party N/A

Return Type: float (N/A)

diffSum

Type Variable Name Description
int a N/A
int b N/A

Return Type: int (N/A)

quadratic

Type Variable Name Description
float a N/A
float b N/A
float c N/A

Return Type: float (N/A)

increase

Type Variable Name Description
float initial N/A
float percent N/A

Return Type: float (N/A)

distanceFrom

Type Variable Name Description
float x N/A
float y N/A

Return Type: float (N/A)

angleFromCoords

Type Variable Name Description
float x N/A
float y N/A

Return Type: float (N/A)

angleFromCoords

Type Variable Name Description
float x N/A
float y N/A
float (*foo)(vector<void*>) N/A
vector<void*> bonus N/A

Return Type: float (N/A)

literalAtan

Type Variable Name Description
vector<void*> vv N/A

Return Type: float (N/A)

atanApprox

Type Variable Name Description
vector<void*> vv N/A

Return Type: float (N/A)

arrowChange

Type Variable Name Description
RenderWindow* window N/A
vector<SDL_Scancode>& keys N/A
bool* direction N/A
void (*foo)(vector<void*>) N/A
vector<void*> passingArgument N/A

Return Type: void (N/A)

angleDiff

Type Variable Name Description
float angle1 N/A
float angle2 N/A

Return Type: float (N/A)

initializeMaps

Type Variable Name Description

Return Type: void (N/A)

src/World.cpp

World::World

Type Variable Name Description
RenderWindow& window N/A
Player* player N/A
vector<EnemyType*> enemyTypes N/A
ap<string N/A
ap<char N/A
Mix_Chunk*>>& textNoise N/A

Return Type: (N/A)

World::switchArea

Type Variable Name Description
string s N/A
Player* player N/A

Return Type: void (N/A)

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