FYP  1.0.0
Final Year Project -- Alexander Meuer
Level Member List

This is the complete list of members for Level, including all inherited members.

autofireProjectile(shared_ptr< Projectile > const &projectile) const Levelprivate
cleanPawnFlock() const Levelprivate
cleanup() override (defined in Level)Levelvirtual
compareDepth(shared_ptr< Actor > const &A, shared_ptr< Actor > const &B)Levelprivatestatic
draw(sf::RenderWindow &w) overrideLevelvirtual
drawToUnderlay(sf::Drawable const &drawable)Levelprivate
ensureMusicPlaying()Levelprivate
handleEvent(sf::Event &Event) overrideLevelvirtual
Level(XMLElement *root) (defined in Level)Level
mAbilityList (defined in Level)Levelprivate
mBackgroundLevelprivate
mBgMusicLevelprivate
mBloodSystem (defined in Level)Levelprivate
mBoundsLevelprivate
mCameraLevelprivate
mCollisionGroup (defined in Level)Levelprivate
mCompleteDialogue (defined in Level)Levelprivate
mFailDialogue (defined in Level)Levelprivate
mFlockLevelprivate
mHero (defined in Level)Levelprivate
mHud (defined in Level)Levelprivate
mLivesRemainingLevelprivate
mMoneyLevelprivate
mNextLevelLevelprivate
mPathLevelprivate
mPauseDialogue (defined in Level)Levelprivate
mPawns (defined in Level)Levelprivate
mProjectileManager (defined in Level)Levelprivate
mTowerButtons (defined in Level)Levelprivate
mTowerPlacerLevelprivate
mTowersLevelprivate
mUnderlaySprLevelprivate
mUnderlayTexLevelprivate
mWaveControllerLevelprivate
onPawnDeath(Pawn *pawn) (defined in Level)Levelprivate
processCompletionDialogueResult() (defined in Level)Levelprivate
processFailDialogueResult() (defined in Level)Levelprivate
processPauseMenuResult() (defined in Level)Levelprivate
setupAbilities()Levelprivate
setupTowerButtons() (defined in Level)Levelprivate
spawnMinion(shared_ptr< Minion > const &unit, bool setPath=true, bool addFlock=true, bool addCollision=true) (defined in Level)Levelprivate
terrainTreeLevelprivate
update(sf::Time const &elapsedTime) overrideLevelvirtual
updatePawns(sf::Time const &elapsedTime) (defined in Level)Levelprivate
updateTowers(sf::Time const &elapsedTime)Levelprivate
~I_Scene() (defined in I_Scene)I_Sceneinlinevirtual
~Level() (defined in Level)Level