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Overview
Comment: Release 2015.09.01 New Features Added an Extensible Pseudo-Random Number generator. Enabled math formula support in the documentation. Tarball | ZIP archive | SQL archive family | ancestors | descendants | both | release | 2015.09.01 | master files | file ages | folders c296f29b38e06326944f3809597a9723ace2c043d1814864189c1355cfa0be06 zakero 2015-09-02 01:59:14
Context
 2015-09-02 02:08 Updated the Next Release list and the Roadmap. check-in: 9077879417 user: zakero tags: master 01:59 Release 2015.09.01 New Features Added an Extensible Pseudo-Random Number generator. Enabled math formula support in the documentation. check-in: c296f29b38 user: zakero tags: 2015.09.01, master, release 01:53 Merged the latest changes from the "master" branch Added Pseudo-Random number generation random::Random provides the factory and interface Several random number implementations are available Removed random support from the Util object Updated the effect::StarField object to use the new Random object Enabled math formulas in the doxygen output check-in: 0bc43a720b user: zakero tags: master
Changes
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Changes to dox/doxyfile.

 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48   PROJECT_NAME = "Blade: The Game Engine" # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version # control system is used. PROJECT_NUMBER = "2015.08.01" # Using the PROJECT_BRIEF tag one can provide an optional one line description # for a project that appears at the top of each page and should give viewer a # quick idea about the purpose of the project. Keep the description short. PROJECT_BRIEF =   |  34 35 36 37 38 39 40 41 42 43 44 45 46 47 48   PROJECT_NAME = "Blade: The Game Engine" # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version # control system is used. PROJECT_NUMBER = "2015.09.01" # Using the PROJECT_BRIEF tag one can provide an optional one line description # for a project that appears at the top of each page and should give viewer a # quick idea about the purpose of the project. Keep the description short. PROJECT_BRIEF = 

Changes to java/dox/api/html/annotated.html.

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Changes to java/dox/api/html/bug.html.

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final int
index)

Get the Actor that is currently located at the requested index. If the index is negative, then the index value will start from the last Actor.

Example Code:
Actor first = actor_manager.actorAt(0);
Actor last = actor_manager.actorAt(-1);
Parameters
indexThe index of the Actor.
Returns
The Actor at the index.
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final int
index)

Get the Actor that is currently located at the requested index. If the index is negative, then the index value will start from the last Actor.

Example Code:

Actor first = actor_manager.actorAt(0);
Actor last = actor_manager.actorAt(-1);
Parameters
indexThe index of the Actor.
Returns
The Actor at the index.


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Close the Screen. More...

Detailed Description

The main functionality of the Screen is to provide an area for graphic operations to take place. Fonts and RenderingHints can be changed, graphic contexts are available, as well as double-buffering updates to the displayed image for smooth animation.

The Screen also provides some Cursor management, such as changing the cursor and hiding it. It is possible for the Screen to grab the cursor, this will keep the cursor from leaving the Screen which could be useful for FPS styles of game play.

A Screen can not be created directly, due to the multiple roles that it can have. Use the create*() methods to create the desired type of Screen.

The Screen that is created from com.zakero.blade.Application.selectScreen() should be considered as the default/main screen and is fully maintained by the Application. Other Screens can be created, however it is up to the developer to maintain these auxiliary screens.

Example Code:
//Create a graphics context
// !!! Only create 1 graphics context per-frame !!!
Graphics2D gc = auxiliaryScreen.createGraphicsContenxt();
// pass it to the object's render method:
myObject.render(gc);
// Tell the Screen to display the graphics:
auxiliaryScreen.swapBuffers();

Member Function Documentation

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Close the Screen. More...

Detailed Description

The main functionality of the Screen is to provide an area for graphic operations to take place. Fonts and RenderingHints can be changed, graphic contexts are available, as well as double-buffering updates to the displayed image for smooth animation.

The Screen also provides some Cursor management, such as changing the cursor and hiding it. It is possible for the Screen to grab the cursor, this will keep the cursor from leaving the Screen which could be useful for FPS styles of game play.

A Screen can not be created directly, due to the multiple roles that it can have. Use the create*() methods to create the desired type of Screen.

The Screen that is created from com.zakero.blade.Application.selectScreen() should be considered as the default/main screen and is fully maintained by the Application. Other Screens can be created, however it is up to the developer to maintain these auxiliary screens. Example Code:

//Create a graphics context
// !!! Only create 1 graphics context per-frame !!!
Graphics2D gc = auxiliaryScreen.createGraphicsContenxt();
// pass it to the object's render method:
myObject.render(gc);
// Tell the Screen to display the graphics:
auxiliaryScreen.swapBuffers();

Member Function Documentation



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)

The StageManager has it's own ActionManager that will be used by all Stages. The contents of the ActionManager will be cleared before it is passed to a Stage.

Returns
The internal ActionManager.
Example Code:
screen.sendEventsTo(stage_manager.actionManager());
nameThe name of the Stage.
................................................................................
Parameters
Example Code:
stage_manager.activateStage("MyStage");
................................................................................
Return values
Example Code:
................................................................................
Return values
Example Code:
................................................................................
Return values
Example Code:
Stage stage = new MyStage();
................................................................................
Return values
Example Code:
Stage stage = new MyStage();
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)

The StageManager has it's own ActionManager that will be used by all Stages. The contents of the ActionManager will be cleared before it is passed to a Stage.

Returns
The internal ActionManager.

Example Code:

screen.sendEventsTo(stage_manager.actionManager());
nameThe name of the Stage.
................................................................................
Parameters

Example Code:

stage_manager.activateStage("MyStage");
................................................................................
Return values

Example Code:

................................................................................
Return values

Example Code:

................................................................................
Return values

Example Code:

Stage stage = new MyStage();
................................................................................
Return values

Example Code:

Stage stage = new MyStage();


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static Image loadImage (final java.net.URL url)

Random Helpers
static int random (final int max_value)
Integer Values: 0..(M-1). More...

static int random (final int min_value, final int max_value)
Integer Values: N..(M-1). More...

static float random (final float max_value)
Float Values: 0..(M-1). More...

static float random (final float min_value, final float max_value)
Float Values: N..(M-1). More...

static boolean randomChance (final double probability)
Probabilities of Chance. More...

Stream Helpers
static String inputStreamToString (final InputStream input_stream)
Convert an InputStream to a String. More...

Array Helpers
static void sliceValue (final int value, final int number_of_slices, int[] slice_array)
................................................................................
static

Randomly select a value between 0 and the specified max_value, exclusive.

Parameters
max_valueThe random value will less than this maximum.
Returns
A value.
................................................................................
static

Randomly select a value between the provided range of min_value and max_value.

Parameters
min_valueThe smallest random value.
max_valueThe random value will less than this maximum.
Returns
A value.
................................................................................
static

Randomly select a value between 0 and the specified max_value, exclusive.

Parameters
max_valueThe random value will less than this maximum.
Returns
A value.
................................................................................
static

Randomly select a value between the provided range of min_value and max_value.

Parameters
min_valueThe smallest random value.
max_valueThe random value will less than this maximum.
Returns
A value.
................................................................................
static

Randomly determine the probability of a "chance event" occurring.

Parameters
probabilityThe probability factor. 0.0 to 1.0, where 1 is 100%.
Return values
trueThe random chance did occur.
falseThe random chance does not occur.
................................................................................
valueThe value to slice.
number_of_slicesThe number of slices to create.
slice_arrayThe array in which to store the results.
Example Code:
int gold_pieces = 100;
int number_of_players = 3;
int[] loot = new int[number_of_players];
Util.sliceValue(gold_pieces, number_of_players, loot);
// loot[0] == 34
// loot[1] == 33
// loot[2] == 33
valueThe value to slice.
number_of_slicesThe number of slices to create.
slice_arrayThe array in which to store the results.
................................................................................
Example Code:
long gold_pieces = 100;
int number_of_players = 3;
long[] loot = new long[number_of_players];
Util.sliceValue(gold_pieces, number_of_players);
// loot[0] == 34
// loot[1] == 33
// loot[2] == 33
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static Image loadImage (final java.net.URL url)

Random Helpers
static int random (final int max_value)

static int random (final int min_value, final int max_value)

static float random (final float max_value)

static float random (final float min_value, final float max_value)

static boolean randomChance (final double probability)

Stream Helpers
static String inputStreamToString (final InputStream input_stream)
Convert an InputStream to a String. More...

Array Helpers
static void sliceValue (final int value, final int number_of_slices, int[] slice_array)
................................................................................
static
................................................................................
static
................................................................................
static
................................................................................
static
................................................................................
static
................................................................................
valueThe value to slice.
number_of_slicesThe number of slices to create.
slice_arrayThe array in which to store the results.

Example Code:

int gold_pieces = 100;
int number_of_players = 3;
int[] loot = new int[number_of_players];
Util.sliceValue(gold_pieces, number_of_players, loot);
// loot[0] == 34
// loot[1] == 33
// loot[2] == 33
valueThe value to slice.
number_of_slicesThe number of slices to create.
slice_arrayThe array in which to store the results.
................................................................................

Example Code:

long gold_pieces = 100;
int number_of_players = 3;
long[] loot = new long[number_of_players];
Util.sliceValue(gold_pieces, number_of_players);
// loot[0] == 34
// loot[1] == 33
// loot[2] == 33


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r 1 | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
o ---+-----+-----+-----+-----+-----+-----+-----+
u 2 | 999 | | | | | | |
p ---+-----+-----+-----+-----+-----+-----+-----+
3 | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
---+-----+-----+-----+-----+-----+-----+-----+

As you can see, not all groups have to have the same number of frames. But all frames must have the same width.

Future Feature:
Alternatively, you can use JSON.
Example Code:
str = ""
+ "{ \"url\": \"file:/location/of/my/Image.jpg\""
+ ", \"time\":"
+ " [ [ 999 ]"
+ " , [ 30, 30, 30, 30, 30, 30, 30 ]
+ " , [ 999 ]"
+ " , [ 30, 30, 30, 30, 30, 30, 30 ]
+ " ]"
................................................................................
imageAn image that contains all the frames of animation.
time_millisThe amount of time (in milliseconds) for each frame.
Returns
A new Animation object.
Example Code:
Animation anim = Animation.create(
, new long[] { 11, 22, 33, 22, 11 } // 5 elements = 5 frames
);
................................................................................
Returns
A new Animation object.
json.JSON.Object
PlayMode
Example Code:
// Load an animation that has 2 groups. The first animation has a
// single frame, the 2nd group has 4 frames of animation.
String str = ""
+ "{ \"url\": \"file://data/image.gif\""
+ ", \"time\":"
+ " [ [ 1000 ]"
+ " , [ 150, 150, 150, 150 ]"
+ " ]"
................................................................................
+ ", \"playmode\": \"bounce\""
+ "}"
;
json.Parser parse = new json.Parser(str);
json.JSON.Object obj = parse.parseObject();
Animation animation = Animation.create(obj);
................................................................................
Parameters
play_modeThe new play mode.
PlayMode
Example Code:
Animation anim = Animation.create(....);
anim.setPlayMode(Animation.PlayMode.Backward);
PlayMode
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r 1 | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
o ---+-----+-----+-----+-----+-----+-----+-----+
u 2 | 999 | | | | | | |
p ---+-----+-----+-----+-----+-----+-----+-----+
3 | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
---+-----+-----+-----+-----+-----+-----+-----+

As you can see, not all groups have to have the same number of frames. But all frames must have the same width.

Future Feature:
Alternatively, you can use JSON. Example Code:
str = ""
+ "{ \"url\": \"file:/location/of/my/Image.jpg\""
+ ", \"time\":"
+ " [ [ 999 ]"
+ " , [ 30, 30, 30, 30, 30, 30, 30 ]
+ " , [ 999 ]"
+ " , [ 30, 30, 30, 30, 30, 30, 30 ]
+ " ]"
................................................................................
imageAn image that contains all the frames of animation.
time_millisThe amount of time (in milliseconds) for each frame.
Returns
A new Animation object.

Example Code:

Animation anim = Animation.create(
, new long[] { 11, 22, 33, 22, 11 } // 5 elements = 5 frames
);
................................................................................
Returns
A new Animation object.
json.JSON.Object
PlayMode

Example Code:

// Load an animation that has 2 groups. The first animation has a
// single frame, the 2nd group has 4 frames of animation.
String str = ""
+ "{ \"url\": \"file://data/image.gif\""
+ ", \"time\":"
+ " [ [ 1000 ]"
+ " , [ 150, 150, 150, 150 ]"
+ " ]"
................................................................................
+ ", \"playmode\": \"bounce\""
+ "}"
;
json.Parser parse = new json.Parser(str);
json.JSON.Object obj = parse.parseObject();
Animation animation = Animation.create(obj);
................................................................................
Parameters
play_modeThe new play mode.
PlayMode

Example Code:

Animation anim = Animation.create(....);
anim.setPlayMode(Animation.PlayMode.Backward);
PlayMode


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( )

Create a new StarField instance.

Member Function Documentation

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( )

Create a new StarField instance. The random parameter will be used to generate new star positions. The StarField will take ownership of random and will delete it.

Parameters
randomThe Random number generator to use.

Member Function Documentation



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)

An Action will be activated, or deactivated, when the desired keys are pressed, or released. This method will link the keys to the Actions.

Example Code:
action_manager.createAction("Jump", null);
action_manager.createAction("Shoot", null);
// Both the SpaceBar and the Enter key will trigger
// the jump Action.
action_manager.mapActionToKey("Jump", Action.Key.Space);
action_manager.mapActionToKey("Jump", Action.Key.Enter);
// Assign the "Shoot" Action to the Enter key. The
// SpaceBar is still associated to the "Jump" Action
// so the SpaceBar will now trgger both the "Jump"
// and "Shoot" actions.
action_manager.mapActionToKey("Shoot", Action.Key.Enter);
Parameters
action_nameThe target Action
trigger_typeThe trigger
Return values
................................................................................
)

An Action will be activated, and/or deactivated by mouse movement, button clicks, and wheel motion. This method will link the mouse input to the Actions.

Example Code:
action_manager.createAction("Jump", null);
action_manager.createAction("Shoot", null);
// Both Mouse Button 1 and 3 will trigger the jump Action.
action_manager.mapActionToKey("Jump", Action.Mouse.Button1);
action_manager.mapActionToKey("Jump", Action.Mouse.Button3);
// Assign the "Shoot" Action to Mouse Button3. The
// Mouse Button3 is still associated with the "Jump"
// action so the Mouse Button3 will now trigger both
// the "Jump" and "Shoot" actions.
action_manager.mapActionToMouse("Shoot", Action.Mouse.Button3);
Parameters
action_nameThe target Action
trigger_typeThe trigger
Return values
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)

An Action will be activated, or deactivated, when the desired keys are pressed, or released. This method will link the keys to the Actions.

Example Code:

action_manager.createAction("Jump", null);
action_manager.createAction("Shoot", null);
// Both the SpaceBar and the Enter key will trigger
// the jump Action.
action_manager.mapActionToKey("Jump", Action.Key.Space);
action_manager.mapActionToKey("Jump", Action.Key.Enter);
// Assign the "Shoot" Action to the Enter key. The
// SpaceBar is still associated to the "Jump" Action
// so the SpaceBar will now trgger both the "Jump"
// and "Shoot" actions.
action_manager.mapActionToKey("Shoot", Action.Key.Enter);
Parameters
action_nameThe target Action
trigger_typeThe trigger
Return values
................................................................................
)

An Action will be activated, and/or deactivated by mouse movement, button clicks, and wheel motion. This method will link the mouse input to the Actions.

Example Code:

action_manager.createAction("Jump", null);
action_manager.createAction("Shoot", null);
// Both Mouse Button 1 and 3 will trigger the jump Action.
action_manager.mapActionToKey("Jump", Action.Mouse.Button1);
action_manager.mapActionToKey("Jump", Action.Mouse.Button3);
// Assign the "Shoot" Action to Mouse Button3. The
// Mouse Button3 is still associated with the "Jump"
// action so the Mouse Button3 will now trigger both
// the "Jump" and "Shoot" actions.
action_manager.mapActionToMouse("Shoot", Action.Mouse.Button3);
Parameters
action_nameThe target Action
trigger_typeThe trigger
Return values


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Return values
JSON.ValueA generic JSON Datatype.
nullThere was an error parsing the data.
Example Code:
JSONParser json_parser = new JSONParser(some_data);
JSON.Value json_value = json_parser.parse();
// Attempt to convert and check the result
if((json_object = JSON.asObject(json_value)) != null)
{
// Datatype was converted, nothing else to do.
}
................................................................................
json_array = JSON.asArray(json_value);
}
// Manually check the class type and type-cast the object
else if(json_value instanceof JSON.String)
{
json_string = (JSON.String)json_value;
}
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Return values
JSON.ValueA generic JSON Datatype.
nullThere was an error parsing the data.

Example Code:

JSONParser json_parser = new JSONParser(some_data);
JSON.Value json_value = json_parser.parse();
// Attempt to convert and check the result
if((json_object = JSON.asObject(json_value)) != null)
{
// Datatype was converted, nothing else to do.
}
................................................................................
json_array = JSON.asArray(json_value);
}
// Manually check the class type and type-cast the object
else if(json_value instanceof JSON.String)
{
json_string = (JSON.String)json_value;
}


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The data in the provided json_array will be used set this Vector's values. The values in the json_array will be assigned to the Vector's properties in the following way:

Passing an empty json_array will not set any values. If the value at the json_array's index is not a number, it will be not used.

Example Code:
// Pseudo-Code
JSON.Array json_array = [ "foo", 1, { "a": true}, 2 ]
vector.set(json_array);
// vector.x == 0
// vector.y == 1
// vector.z == 0
// vector.w == 2
Parameters
json_arrayA collection of data.
Bug:
................................................................................

The data in the provided json_object will be used to set this Vector's values. The values in the json_object will be assigned to the Vector's properties in the follwoing way:

• Vector.x : Value of the key of "x" or "X".
• Vector.y : Value of the key of "y" or "Y".
• Vector.z : Value of the key of "z" or "Z".
• Vector.w : Value of the key of "w" or "W".

Passing an empty json_object will not set any values. If the value of the key in the json_objet is not a number, it will not be used.

Example Code:
// Pseudo-Code
JSON.Object json_object = { "x": "foo", "y": 1, "Z": { "a": true}, "W": 2 }
vector.set(json_array);
// vector.x == 0
// vector.y == 1
// vector.z == 0
// vector.w == 2
Parameters
json_objectA collection of data.
Bug:
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The data in the provided json_array will be used set this Vector's values. The values in the json_array will be assigned to the Vector's properties in the following way:

Passing an empty json_array will not set any values. If the value at the json_array's index is not a number, it will be not used.

Example Code:

// Pseudo-Code
JSON.Array json_array = [ "foo", 1, { "a": true}, 2 ]
vector.set(json_array);
// vector.x == 0
// vector.y == 1
// vector.z == 0
// vector.w == 2
Parameters
json_arrayA collection of data.
Bug:
................................................................................

The data in the provided json_object will be used to set this Vector's values. The values in the json_object will be assigned to the Vector's properties in the follwoing way:

• Vector.x : Value of the key of "x" or "X".
• Vector.y : Value of the key of "y" or "Y".
• Vector.z : Value of the key of "z" or "Z".
• Vector.w : Value of the key of "w" or "W".

Passing an empty json_object will not set any values. If the value of the key in the json_objet is not a number, it will not be used.

Example Code:

// Pseudo-Code
JSON.Object json_object = { "x": "foo", "y": 1, "Z": { "a": true}, "W": 2 }
vector.set(json_array);
// vector.x == 0
// vector.y == 1
// vector.z == 0
// vector.w == 2
Parameters
json_objectA collection of data.
Bug:


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• modifier [optional]
This value will be added to the die roll.

• Refer to the object description for more details about the description format.

Parameters
descriptionThe dice description.
Return values
................................................................................
DiceA new set of dice.
nullThe description was not valid.
( )

Convert the dice into a String using the Dungeons & Dragons format style.

The returned notation may not be exactly like the string used to create the Dice. However, they will be functionally the same.

Example Code:
Dice dice = Dice.create("1x1d6*1+0");
System.out.println("Notation: " + dice);
// Output: d6
Returns
A string.
  > > > > > > | > | > | < |  19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ... 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 ... 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280  
• modifier [optional]
This value will be added to the die roll.

• Refer to the object description for more details about the description format.

If a Random number generator is provided, it will be used for all rolls. The Dice object will take ownership of the random object, and will delete it when needed.

Parameters
descriptionThe dice description.
randomThe random number generator to use.
Return values
................................................................................
DiceA new set of dice.
nullThe description was not valid.
( )

Convert the dice into a String using the Dungeons & Dragons format style.

The returned notation may not be exactly like the string used to create the Dice. However, they will be functionally the same. Example Code:

Dice dice = Dice.create("1x1d6*1+0");
System.out.println("Notation: " + dice);
// Output: d6
Returns
A string.


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Use the World coordinates provided world_xy, to determine the Tile location at that position.

The value of wrap will determine how an invalid Tile location that is calculated from world_xy is handled. If wrap is true, then the world coordinates will wrap around the TileMap until a suitable Tile location is found. But if wrap is false, then the invalid Tile location is kept.

The Tile location will be stored in tile_xy.

The offset_xy will contain the pixel location in the Tile that corresponds to the world space location. This offset is based on the Tile's top-left corner (0,0) and not the anchor location. If the distance from the anchor is needed, then subtract the anchor from the offset to get the delta:

Example Code:
tile_map.convertWorldToTile(world_xy, true, tile_xy, offset_xy);
QPoint anchor_delta, anchor;
anchor_delta = offset_xy - tile_map.getTileAt(tile_xy).getAnchor(anchor);
Parameters
world_xyThe world coordinates to convert.
wrapA flag to wrap around the TileMap or not.
tile_xyThe Tile location.
offset_xyThe offset from the Tile's anchor point.
  > > > > > > | | < |  19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ... 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677  

Use the World coordinates provided world_xy, to determine the Tile location at that position.

The value of wrap will determine how an invalid Tile location that is calculated from world_xy is handled. If wrap is true, then the world coordinates will wrap around the TileMap until a suitable Tile location is found. But if wrap is false, then the invalid Tile location is kept.

The Tile location will be stored in tile_xy.

The offset_xy will contain the pixel location in the Tile that corresponds to the world space location. This offset is based on the Tile's top-left corner (0,0) and not the anchor location. If the distance from the anchor is needed, then subtract the anchor from the offset to get the delta: Example Code:

tile_map.convertWorldToTile(world_xy, true, tile_xy, offset_xy);
QPoint anchor_delta, anchor;
anchor_delta = offset_xy - tile_map.getTileAt(tile_xy).getAnchor(anchor);
Parameters
world_xyThe world coordinates to convert.
wrapA flag to wrap around the TileMap or not.
tile_xyThe Tile location.
offset_xyThe offset from the Tile's anchor point.


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The Button is not being pressed. This is the initial state of the Button.
• In order to have the Button receive events, an Action will need to be created. The when active and the when inactive Lambda functions are already defined by the Button and can be passed directly into the ActionManager by calling whenActive() and whenInactive().

If this Button is given to an ActorManager, then remember that the Actor that was passed into the Button's construct does not need to be added to the ActorManager. This is because the Button will maintain that Actor.

Below is an (incomplete) example of creating a Button with a Label:

Example Code:
Label label("Click Me");
Button button("Button"
, label
, WHEN_CLICKED(&) { qDebug() << "Button as clicked"; }
);
button.setBounds(10, 10, 200, 50);
action_manager.createAction("Button.Clicked"
, button.whenActive()
, button.whenInactive()
);
action_manager.mapActionToMouse("Button.Clicked", TriggerOnMouse::Button1);

Constructor & Destructor Documentation

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Button (
The Button is not being pressed. This is the initial state of the Button.
• In order to have the Button receive events, an Action will need to be created. The when active and the when inactive Lambda functions are already defined by the Button and can be passed directly into the ActionManager by calling whenActive() and whenInactive().

If this Button is given to an ActorManager, then remember that the Actor that was passed into the Button's construct does not need to be added to the ActorManager. This is because the Button will maintain that Actor.

Below is an (incomplete) example of creating a Button with a Label: Example Code:

Label label("Click Me");
Button button("Button"
, label
, WHEN_CLICKED(&) { qDebug() << "Button as clicked"; }
);
button.setBounds(10, 10, 200, 50);
action_manager.createAction("Button.Clicked"
, button.whenActive()
, button.whenInactive()
);
action_manager.mapActionToMouse("Button.Clicked", TriggerOnMouse::Button1);

Constructor & Destructor Documentation


Button (

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• Update documentation to use MarkDown
• TileEngine
• [DONE] Create a Widget tutorial
• [DONE] How to use the Label
• [DONE] How to use the Button
• [DONE] How to use the Menu
• [DONE] How to use the Gauge
• [DONE] Fix Menu related bugs
• Fix TileEngine bugs
• Finish all Menu related todo items
• Hide items (and make the space available)
• Rename the Doxygen macro "member" to "blade"

Future

• Rewrite widget::Gauge
• Specify the layout instead of extending the class.
• tileengine::TileMap
• Update the Widget tutorial
• Widget
• Review all debugging output and make the formatting consistent
• Add "if macro" support (like in the TileEngine)
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• Update documentation to use MarkDown
• TileEngine
• Finish all TileEngine related todo items
• Finish all Menu related todo items
• Hide items (and make the space available)

Future

• Rewrite widget::Gauge
• Specify the layout instead of extending the class.
• tileengine::TileMap
• Update the Widget tutorial
• Widget
• Review all debugging output and make the formatting consistent
• Add "if macro" support (like in the TileEngine)


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Exploring The Code

Here are some extra things to try:

• The way the Enemy blocks enter the screen is not optimal. A clever player could move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.

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Exploring The Code

Here are some extra things to try:

• The way the Enemy blocks enter the screen is not optimal. A clever player could move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.



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67 {
68 namespace random
69 {
70 class Dice
71 {
72  public:
73  static Dice* create(const QString&);
74
75  ~Dice();
76
77  int roll();
78  QString toString() const;
79
80  private:
81  explicit Dice(const int&, const int&, const Die&, const bool&, const bool&, const bool&, const int&, const int&);
82
83  const Die& die;
84  int* value;
85  QString notation;
86  int die_count;
87  int modifier;
88  int multiply_value;
89  int repeat;
90  bool drop_lowest;
91  bool drop_highest;
92  bool multiply_operation;
93 };
94 };
95 };
96
static Dice * create(const QString &)
Create a set of dice based on the description.
Definition: Dice.cpp:357
The roll of the Dice.
Definition: Dice.h:70
QString toString() const
The dice description.
Definition: Dice.cpp:348
~Dice()
Destructor.
Definition: Dice.cpp:284
A common set of die.
Definition: Die.h:69
Core Compoents.
Definition: Actor.cpp:42
int roll()
Roll the dice.
Definition: Dice.cpp:293
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67 {
68 namespace random
69 {
70 class Dice
71 {
72  public:
73  static Dice* create(const QString&, Random* = nullptr);
74
75  ~Dice();
76
77  int roll();
78  int roll(const Random&);
79  QString toString() const;
80
81  private:
82  explicit Dice(const int&, const int&, const Die&, const bool&, const bool&, const bool&, const int&, const int&, Random*);
83  int roll(const Random* const);
84
85  const Die& die;
86  Random* random;
87  int* value;
88  QString notation;
89  int die_count;
90  int modifier;
91  int multiply_value;
92  int repeat;
93  bool drop_lowest;
94  bool drop_highest;
95  bool multiply_operation;
96 };
97 };
98 };
99
A Random Number Generator.
Definition: Random.h:70
The roll of the Dice.
Definition: Dice.h:70
QString toString() const
The dice description.
Definition: Dice.cpp:388
~Dice()
Destructor.
Definition: Dice.cpp:293
A common set of die.
Definition: Die.h:71
Core Compoents.
Definition: Actor.cpp:42
int roll()
Roll the dice.
Definition: Dice.cpp:303
static Dice * create(const QString &, Random *=nullptr)
Create a set of dice based on the description.
Definition: Dice.cpp:397


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33 //ANSI/POSIX
34
35 // Qt
36 #include <QList>
37 #include <QString>
38
40
41
42 /******************************************************************************
43  * Namespaces
44  */
45
46
47 /******************************************************************************
48  * Forward Declarations
49  */
50
51
52 /******************************************************************************
53  * Typedefs
54  */
55
56
57 /******************************************************************************
58  * Structures
59  */
60
61
62 /******************************************************************************
63  * Classes
64  */
66 {
67 namespace random
68 {
69 class