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Packages that use StrategyCursor | |
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com.b3dgs.lionengine.game.hacknslash | |
com.b3dgs.lionengine.game.strategy |
Uses of StrategyCursor in com.b3dgs.lionengine.game.hacknslash |
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Methods in com.b3dgs.lionengine.game.hacknslash with parameters of type StrategyCursor | |
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boolean |
AbstractItem.collideOnMap(StrategyCursor cursor)
Check if cursor hit item on map. |
boolean |
AbstractItem.collideOnPanel(StrategyCursor cursor,
int offsetX,
int offsetY)
Check if cursor collide current item. |
void |
AbstractItemHandler.update(Keyboard keyboard,
StrategyCursor cursor)
Update items in bag and on map. |
abstract void |
AbstractItem.update(StrategyCursor cursor)
Update item on bag. |
abstract void |
AbstractItem.update(StrategyCursor cursor,
TileBasedMap<TTile> map)
Update item on map. |
Uses of StrategyCursor in com.b3dgs.lionengine.game.strategy |
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Methods in com.b3dgs.lionengine.game.strategy with parameters of type StrategyCursor | |
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void |
AbstractControlPanel.checkCursor(StrategyCursor cursor)
Check if cursor is inside or outside the panel (this avoid selection inside panel). |
void |
AbstractEntryHandler.render(java.awt.Graphics2D g,
StrategyCamera camera,
StrategyCursor cursor)
Main rendering routine; has to be called in a game loop. |
void |
AbstractControlPanel.render(java.awt.Graphics2D g,
StrategyCursor cursor)
Panel rendering need to be defined here (list of selected entrys, informations...). |
void |
AbstractEntryHandler.renderEntry(java.awt.Graphics2D g,
AbstractEntry<TTile,TSkill,TAttr> entry,
StrategyCamera camera,
StrategyCursor cursor)
Rendering function for an entry. |
protected void |
AbstractControlPanel.renderEntrySkills(java.awt.Graphics2D g,
StrategyCursor cursor,
AbstractEntry<TTile,TSkill,TAttr> entry,
int isx,
int isy,
int mw,
int mh,
int ipl)
Render entry skills icons (in case of a single entry selection). |
protected void |
AbstractControlPanel.renderEntrysSkills(java.awt.Graphics2D g,
StrategyCursor cursor,
java.util.Set<AbstractEntry<TTile,TSkill,TAttr>> entrys,
int isx,
int isy,
int mw,
int mh,
int ipl,
java.util.Set<java.lang.String> ignore)
Render entrys skills icons (only common skills, in case of multiple entry selection). |
protected abstract void |
AbstractControlPanel.renderMultipleEntry(java.awt.Graphics2D g,
StrategyCursor cursor,
java.util.Set<AbstractEntry<TTile,TSkill,TAttr>> entrys)
Rendering function in case of many selected unit. |
abstract void |
AbstractSkill.renderOnMap(java.awt.Graphics2D g,
AbstractControlPanel<TTile,TSkill,TAttr> panel,
StrategyCursor cursor)
Rendering routine on map. |
abstract void |
AbstractSkill.renderOnPanel(java.awt.Graphics2D g,
AbstractControlPanel<TTile,TSkill,TAttr> panel,
StrategyCursor cursor,
TiledSprite icons,
int x,
int y,
int w,
int h)
Rendering routine on panel. |
protected abstract void |
AbstractControlPanel.renderSingleEntry(java.awt.Graphics2D g,
StrategyCursor cursor,
AbstractEntry<TTile,TSkill,TAttr> entry)
Rendering function in case of a single selected unit. |
void |
AbstractEntryHandler.update(Keyboard keyboard,
StrategyCursor cursor,
StrategyCamera camera,
float extrp)
Main routine; has to be called in main game loop. |
void |
AbstractEntryHandler.updateCursorSelection(StrategyCursor cursor,
StrategyCamera camera)
Function handling cursor selection (preparing area transposed on the map). |
void |
AbstractEntryHandler.updateEntry(Keyboard keyboard,
StrategyCursor cursor,
StrategyCamera camera,
AbstractEntry<TTile,TSkill,TAttr> entry,
float extrp)
Update current entry, by handling mouse orders, over, and selection. |
protected void |
AbstractControlPanel.updateSkill(java.awt.Graphics2D g,
StrategyCursor cursor,
TSkill skill,
int ico,
int ix,
int iy,
int iw,
int ih)
Rendering of a specific skill. |
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