, incluindo os membros herdados.
aFollowb(Unit *a, Entity *b) | Game | |
buildingPath(Building *building, float px, float py) | Game | |
cancelBuildingQueue(Building *building) | Game | |
executeCommand(std::string com, std::vector< Unit * > select) | Game | |
executeCommand(std::string com, Building *select) | Game | |
executeCommand(std::string com, std::vector< Unit * > select, float px, float py) | Game | |
executeCommand(std::string com, Building *select, float px, float py) | Game | |
Game(Map *map) | Game | |
getBuildingSet() | Game | |
getEnemyBuilding(Unit *unit) | Game | |
getEnemyUnit(Unit *unit) | Game | |
getEntity(float px, float py) | Game | |
getGraph() | Game | |
getMap() | Game | |
getPlayer() | Game | |
getProjectileSet() | Game | |
getUnitSet() | Game | |
hasUnitInBuilding(int x, int y, int buildType) | Game | |
insertBuilding(Building *building) | Game | |
insertBuildingQueue(Building *building, int unitType) | Game | |
insertGoldSlot(Building *building, Unit *unit) | Game | |
insertProjectile(Projectile *p) | Game | |
insertUnit(Unit *unit) | Game | |
insertUnitBuild(Unit *unit, int buildType) | Game | |
isInsertBuildingValid(float px, float py, int buildType) | Game | |
multiAction(std::vector< Unit * > select, float px, float py) | Game | |
removeBuilding(Building *building) | Game | |
removeProjectile(Projectile *p) | Game | |
removeUnit(Unit *unit) | Game | |
removeUnitBuild(Unit *unit) | Game | |
resetBuildType(Building *building) | Game | |
selectMove(std::vector< Unit * > select, float px, float py) | Game | |
selectMoveAttack(std::vector< Unit * > select, float px, float py) | Game | |
selectMoveBuild(std::vector< Unit * > select, float px, float py, int buildType) | Game | |
selectMoveGather(std::vector< Unit * > select, float px, float py) | Game | |
selectStop(std::vector< Unit * > select) | Game | |
setBuildingSet(std::vector< Building * > buildingSet) | Game | |
setBuildingWalkable(Building *building, bool boolean) | Game | |
setBuildType(Building *building) | Game | |
setGraph(Graph *Graph) | Game | |
setMap(Map *map) | Game | |
setProjectileSet(std::vector< Projectile * > projectileSet) | Game | |
setUnitSet(std::vector< Unit * > unitSet) | Game | |
stopFollow(Unit *unit) | Game | |
unitMove(Unit *unit, float px, float py) | Game | |
unloadGoldSlot(Building *building) | Game | |
~Game() | Game | [virtual] |