accelerate(float step) | MovingObject | |
advance(float t) | SpaceShip | protected |
ClickableObject(void) | abstract | |
clickAll() | abstract | static |
coolLaser(DWORD time) | SpaceShip | protectedvirtual |
draw()=0 | abstract | pure virtual |
drawAll() | abstract | static |
ForeignSpaceShip(float r, GLuint displayList) | abstract | |
GameObject(void) | GameObject | |
GameObject(Vector3 position) | GameObject | |
GameObject(float x, float y, float z) | GameObject | |
getBackShieldPower(void) | SpaceShip | |
getBackShieldPowerPercentage(void) | SpaceShip | |
getCollisionRadius(void) | GraphicsObject | |
getFrontShieldPower(void) | SpaceShip | |
getFrontShieldPowerPercentage(void) | SpaceShip | |
getLaserHeat(void) | SpaceShip | |
getLaserPercentage(void) | SpaceShip | |
getMaxLaserHeat(void) | SpaceShip | |
getMaxSpeed(void) | MovingObject | |
getMinSpeed(void) | MovingObject | |
getMissileCount(void) | SpaceShip | |
getOriginalUp(void) | SpaceShip | |
getOriginalView(void) | SpaceShip | |
getPos(void) | GameObject | virtual |
getRadius(void) | GraphicsObject | |
getRight(void) | MovingObject | |
getSpeed(void) | MovingObject | |
getUp(void) | MovingObject | |
getView(void) | MovingObject | |
GraphicsObject(void) | GraphicsObject | |
GraphicsObject(GLfloat r) | GraphicsObject | |
GraphicsObject(Vector3 position, float r) | GraphicsObject | |
GraphicsObject(float x, float y, float z, float r) | GraphicsObject | |
isDestroyed() | SpaceShip | |
isMouseOverObject()=0 | abstract | pure virtual |
isOverHeated(void) | SpaceShip | |
isShooting() | SpaceShip | |
ModelObject(GLuint displayList) | ModelObject | |
ModelObject(float r, GLuint displayList) | ModelObject | |
ModelObject(Vector3 position, float r, GLuint displayList) | ModelObject | |
ModelObject(float x, float y, float z, float r, GLuint displayList) | ModelObject | |
mouseClick()=0 | abstract | pure virtual |
MovingObject() | MovingObject | |
MovingObject(Vector3 position) | MovingObject | |
MovingObject(float x, float y, float z) | MovingObject | |
pitch(float angle) | MovingObject | |
receiveHitBack(DWORD time) | SpaceShip | |
receiveHitFront(DWORD time) | SpaceShip | |
roll(float angle) | MovingObject | |
setLaserHeat(float heat) | SpaceShip | protected |
setMaxSpeed(float speed) | MovingObject | |
setMinSpeed(float speed) | MovingObject | |
setPos(float x, float y, float z) | GameObject | |
setPos(Vector3 position) | GameObject | |
setShieldCapacity(float capacity) | SpaceShip | |
setShieldRecovering(bool recovers) | SpaceShip | |
setShoot(bool status) | SpaceShip | |
setSpeed(float speed) | MovingObject | |
setStep(float step) | MovingObject | |
setView(Vector3 v) | MovingObject | |
shipWasHitOnce() | SpaceShip | |
SpaceShip(float r, GLuint displayList) | SpaceShip | |
SpaceShip(Vector3 position, float r, GLuint displayList) | SpaceShip | |
SpaceShip(float x, float y, float z, float r, GLuint displayList) | SpaceShip | |
update(float t) | abstract | virtual |
updateLaser(float t) | SpaceShip | protected |
useMissile(void) | SpaceShip | |
~ForeignSpaceShip(void) | abstract | |
~GameObject(void) | GameObject | |
~GraphicsObject(void) | GraphicsObject | |
~ModelObject(void) | ModelObject | |
~MovingObject(void) | MovingObject | |
~SpaceShip(void) | SpaceShip | |