| Type | Variable Name | Description |
|---|---|---|
| int | columns | N/A |
| int | id | N/A |
Return Type: Vector2u (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Vector2f | vec1 | N/A |
| Vector2f | vec2 | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Vector2f | vec | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Vector2f | vec1 | N/A |
| Vector2f | vec2 | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| float | angle | N/A |
Return Type: Vector2f (N/A)
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)
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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| const vectorLayer::Ptr& | layers | N/A |
Return Type: vector<Layer*> (N/A)
| Type | Variable Name | Description |
|---|---|---|
| const pair<pair<const | Layer* | N/A |
| nt> | N/A | |
| int>& | a | N/A |
Return Type: int (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
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)
| Type | Variable Name | Description |
|---|---|---|
| int& | ID | N/A |
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| const Layer* | layer | N/A |
| const Object& | object | N/A |
Return Type: void (N/A)
| 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)
*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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| Player* | player | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Player* | player | N/A |
| const vector<Layer*>& | layers | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| Collideable* | player | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| Collideable* | player | N/A |
| const vector<Layer*>& | layers | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Entity*& | object | N/A |
| double& | scalingSize | N/A |
| SDL_Texture* | texture | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| int | l | N/A |
| int | t | N/A |
| BuffType | b | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| const Buff | &t | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Buff | b | N/A |
| double | (*op)(double | N/A |
| ouble) | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| double | a | N/A |
| double | b | N/A |
Return Type: double (N/A)
| Type | Variable Name | Description |
|---|---|---|
| double | a | N/A |
| double | b | N/A |
Return Type: double (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Buff | b | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Buff | b | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Fightable | character | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Fightable | f | N/A |
Return Type: void (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| string | n | N/A |
| string | d | N/A |
| bool | b | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| int | level | N/A |
| Fightable | c | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| BuffType& | bt | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|
Return Type: SDL_Rect (N/A)
| Type | Variable Name | Description |
|---|
Return Type: vector (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| string | newSheet | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Fightable* | turn | N/A |
| vector<GameObject*>& | battleEntities | N/A |
Return Type: void (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| float | px | N/A |
| float | py | N/A |
| SDL_Texture* | ptexture | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| SDL_Texture* | ptexture | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| const Entity& | e | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: SDL_Point (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: SDL_Rect (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Entity* | e | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Entity* | e | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Fightable* | turn | N/A |
| vector<GameObject*>& | battleEntities | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| int | index | N/A |
Return Type: void (N/A)
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)
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)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| string | newSheet | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: GameObject* (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Fightable* | fighter | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| SDL_Rect | r | N/A |
| TextSequence* | i | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| Fightable* | attacker | N/A |
| Fightable* | defender | N/A |
| bool | reverse | N/A |
Return Type: pair<int, int> (N/A)
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)
| Type | Variable Name | Description |
|---|---|---|
| int | n | N/A |
| int | s | N/A |
| int | l | N/A |
Return Type: inline bool (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| ostream& | os | N/A |
| const KeyFrame& | obj | N/A |
Return Type: ostream& (N/A)
| 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)
| 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)
| 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)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| string | s | N/A |
Return Type: map<char, Mix_Chunk*> (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<T*>& | vec | N/A |
| int | (*foo)(T*) | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Fightable* | f | N/A |
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Enemy* | f | N/A |
Return Type: int (N/A)
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)
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)
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)
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)
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)
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)
| Type | Variable Name | Description |
|---|---|---|
| json& | data | N/A |
Return Type: vector<pair<int, int>> (N/A)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| int | argc | N/A |
| char | *argv[] | N/A |
Return Type: int (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| Fightable* | attacker | N/A |
| Fightable* | defender | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Fightable* | attacker | N/A |
Return Type: bool (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Fightable* | turn | N/A |
| vector<GameObject*>& | battleEntities | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Fightable* | enemy | N/A |
| vector<GameObject*>& | battleEntities | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| int | i | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| InputLinkedList* | ill | N/A |
| int | i | N/A |
Return Type: InputLinkedList* (N/A)
| Type | Variable Name | Description |
|---|---|---|
| InputLinkedList* | ill | N/A |
| int | i | N/A |
Return Type: InputLinkedList* (N/A)
| Type | Variable Name | Description |
|---|---|---|
| InputLinkedList* | ill | N/A |
| int | i | N/A |
Return Type: InputLinkedList* (N/A)
| Type | Variable Name | Description |
|---|---|---|
| InputLinkedList* | ill | N/A |
| int | i | N/A |
Return Type: InputLinkedList* (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| vector<Move*> | m | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | vv | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| const char* | title | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| const char* | filePath | N/A |
Return Type: SDL_Texture* (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| Entity* | entity | N/A |
| bool | stationary | N/A |
Return Type: SDL_Rect (N/A)
| Type | Variable Name | Description |
|---|---|---|
| SDL_Rect& | dest | N/A |
Return Type: void (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| int | x | N/A |
| int | y | N/A |
| int | radius | N/A |
Return Type: void (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: // cout << (N/A)
| Type | Variable Name | Description |
|---|
Return Type: // cout << (N/A)
| 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)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| SDL_Rect& | rect | N/A |
| SDL_Texture* | source | N/A |
Return Type: SDL_Texture* (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
Creates a Selector
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | Window used to load the selector texture |
Return Type: (Selector)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: void (N/A)
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)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | passingArgument | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| SDL_Rect | z | N/A |
| vector<EnemyType*> | e | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| Player* | player | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: (N/A)
| 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)
| Type | Variable Name | Description |
|---|
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| bool | override | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| vector | t | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| int | n | N/A |
| Fightable* | gotHit | N/A |
| bool | crit | N/A |
Return Type: (N/A)
| 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)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| Fightable* | gotHit | N/A |
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow* | window | N/A |
| World* | world | N/A |
| vector<GameObject*>& | entities | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector | t | N/A |
| ap<char | N/A | |
| Mix_Chunk*>* | s | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| string | t | N/A |
Return Type: (N/A)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
| string | t | N/A |
| SDL_Color | c | N/A |
Return Type: (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| RenderWindow& | window | N/A |
Return Type: bool (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector | e | N/A |
Return Type: void (N/A)
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)
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)
| Type | Variable Name | Description |
|---|---|---|
| float | x | cdf of a standard normal distribution |
Return Type: float (The z-value of x )
| Type | Variable Name | Description |
|---|---|---|
| float | t | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<Fightable*> | party | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<Enemy*> | party | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<Fightable*> | party | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| int | a | N/A |
| int | b | N/A |
Return Type: int (N/A)
| Type | Variable Name | Description |
|---|---|---|
| float | a | N/A |
| float | b | N/A |
| float | c | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| float | initial | N/A |
| float | percent | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| float | x | N/A |
| float | y | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| float | x | N/A |
| float | y | N/A |
Return Type: float (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | vv | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|---|---|
| vector<void*> | vv | N/A |
Return Type: float (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| float | angle1 | N/A |
| float | angle2 | N/A |
Return Type: float (N/A)
| Type | Variable Name | Description |
|---|
Return Type: void (N/A)
| 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)
| Type | Variable Name | Description |
|---|---|---|
| string | s | N/A |
| Player* | player | N/A |
Return Type: void (N/A)