#include <Actor.h>
Inheritance diagram for Actor:
Public Methods | |
Actor () | |
WDError | initRef (void *inNode, IObjectManager *inManager, IObjectEventHandler *inEventHandler) |
WDError | initRef (ActorGroup *inParent, int inIndex, IObjectEventHandler *inEventHandler) |
WDError | initNew (ActorGroup *inParent, Image *inBaseImage, IObjectEventHandler *inEventHandler) |
WDError | setBaseImage (void *inBaseImage, IObjectManager *inObjectManager) |
WDError | getBaseImage (void **outBaseImage) |
WDError | getEnergy (float *outEnergy) |
WDError | setEnergy (float inEnergy) |
void | childChanged (IManagedObject *inTarget, void *inChild) |
Protected Methods | |
WDError | updateBaseImageID () |
Private Attributes | |
Image * | mBaseImage |
An actor is an object that can be seen on the screen (e.g. a ship or a bullet). Actors are grouped below the ActorGroup.
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Called when a child of the data node has been modified
Reimplemented from ManagedObject. |
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Returns the default image of the Actor
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Returns the initial amount of energy for the Actor
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Creates a new Actor and adds it to the database
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Initializes an existing Actor based on its parent
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Initializes an existing Actor based on data node
Reimplemented from ManagedObject. |
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Changes the default image of the Actor
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Sets the initial amount of energy for the Actor
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Updates the image attribute in the database - used when the ID of the referenced image has changed. |
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Default image when the state is unspecified |