Deprecated Methods |
com.b3dgs.lionengine.game.map.AbstractRasteredTileMap.getPattern(Integer)
use getRasterPattern instead. |
com.b3dgs.lionengine.game.hacknslash.AbstractEnemy.onOrderedFail(TSkill)
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com.b3dgs.lionengine.game.hacknslash.AbstractEnemy.onSelection()
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com.b3dgs.lionengine.game.map.AbstractPathMap.render(Graphics2D, Camera, int, int)
use render(Graphics2D g, StrategyCamera camera, int inTileWidth, int inTileHeight) instead. |
com.b3dgs.lionengine.game.strategy.AbstractUnit.setHackNSlash(boolean)
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com.b3dgs.lionengine.game.strategy.StrategyCursor.update(Mouse, boolean, float)
Call update(Mouse mouse, StrategyCamera camera, float extrp) instead. |
com.b3dgs.lionengine.game.platform.AbstractPlatformEntity.updateAnimation(float)
already called in update(...) function. |
com.b3dgs.lionengine.game.strategy.AbstractEntry.updateAnimation(float)
already called in main loop. Has to be called only on specific cases. |
com.b3dgs.lionengine.game.hacknslash.AbstractEnemy.updateAttack(float)
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com.b3dgs.lionengine.game.hacknslash.AbstractHero.updateAttack(float)
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com.b3dgs.lionengine.game.strategy.AbstractBuilding.updateMirror()
Call update function instead, as it override it.
Call it manually only if you plan a specific update. |
com.b3dgs.lionengine.game.strategy.AbstractUnit.updateMirror()
Call update function instead, as it override it.
Call it manually only if you plan a specific update. |
com.b3dgs.lionengine.game.strategy.AbstractUnit.updateMoves(float)
Call update function instead, as it override it.
Call it manually only if you plan a specific update. |