Method List
-
#active HUD
-
#add ObjectPool
-
#add_damage Stats
-
#add_damage_dealt Stats
-
#add_death Stats
-
#add_kill Stats
-
#add_shot Stats
-
#adjust_angle AiGun
-
#adjust_desired_angle AiGun
-
#adjust_gun_angle AiGun
-
#adjust_shake TreeGraphics
-
adjust_speed Utils
-
#angle Box
-
angle_between Utils
-
bounding_box Map
-
#box Bullet
-
#box Powerup
-
#box GameObject
-
#box Tank
-
#box TankPhysics
-
#box Tree
-
#box Box
-
#box_height TankPhysics
-
#box_width TankPhysics
-
#button_down MenuState
-
#button_down GameWindow
-
#button_down PauseState
-
#button_down PlayState
-
#button_down GameState
-
#button_down DemoState
-
button_down? Utils
-
#camera ObjectPool
-
#can_flee? TankFleeingState
-
#can_go_forward? AiVision
-
#can_make_new_decision? AiGun
-
#can_move_to? TankPhysics
-
#can_move_to? Map
-
#can_shoot? Tank
-
#center AxisAlignedBoundingBox
-
#change_direction TankRoamingState
-
#change_direction TankFightingState
-
#change_direction TankChasingState
-
#change_direction TankFleeingState
-
#change_direction TankMotionState
-
#change_direction TankNavigatingState
-
#change_direction TankPhysics
-
#change_direction TankStuckState
-
#change_target AiGun
-
#changed_at Stats
-
#choose_state TankMotionFSM
-
cleanup StereoSample
-
#closest_free_path AiVision
-
#closest_powerup AiVision
-
#closest_tank AiVision
-
#collide TankSounds
-
#collide GameObject
-
#collides_with TankPhysics
-
#components GameObject
-
#contains? AxisAlignedBoundingBox
-
#control PlayerInput
-
#control AiInput
-
#create_stats_image ScoreDisplay
-
#damage Stats
-
#damage_dealt Stats
-
#damaged? Health
-
#dead? Health
-
#deaths Stats
-
#desired_gun_angle AiGun
-
#desired_spot Camera
-
#direction Tank
-
distance_between Utils
-
#distance_to_target AiGun
-
#draw BoxGraphics
-
#draw ScoreDisplay
-
#draw GameObject
-
#draw MenuState
-
#draw GameWindow
-
#draw Map
-
#draw HUD
-
#draw PowerupGraphics
-
#draw BulletGraphics
-
#draw DamageGraphics
-
#draw PlayState
-
#draw TankMotionFSM
-
#draw Component
-
#draw TreeGraphics
-
#draw AiGun
-
#draw DemoState
-
#draw ExplosionGraphics
-
#draw PlayerInput
-
#draw Health
-
#draw GameState
-
#draw Radar
-
#draw PauseState
-
#draw TankGraphics
-
#draw AiInput
-
#draw_crosshair Camera
-
#draw_top_right ScoreDisplay
-
#drive TankMotionState
-
#drive_time TankNavigatingState
-
#drive_time TankStuckState
-
#drive_time TankRoamingState
-
#drive_time TankFightingState
-
#drive_time TankFleeingState
-
#drive_time TankMotionState
-
#drive_time TankChasingState
-
#effect? Explosion
-
#effect? GameObject
-
#effect? Damage
-
#enqueue PowerupRespawnQueue
-
#enter GameState
-
#enter TankFleeingState
-
#enter DemoState
-
#enter MenuState
-
#enter PauseState
-
#enter TankMotionState
-
#enter PlayState
-
#explode Bullet
-
#fire Bullet
-
#fire_rate_image HUD
-
#fire_rate_modifier Tank
-
#fired_at Bullet
-
#graphics RepairPowerup
-
#graphics HealthPowerup
-
#graphics Tree
-
#graphics FireRatePowerup
-
#graphics TankSpeedPowerup
-
#graphics Tank
-
#graphics Box
-
#gun_angle Tank
-
#half_dimension AxisAlignedBoundingBox
-
#health Health
-
#health TankHealth
-
#health Tree
-
#health Tank
-
#health Box
-
#health_image HUD
-
#height BoxGraphics
-
#height TankGraphics
-
#height TreeGraphics
-
#in_collision TankPhysics
-
#in_sight AiVision
-
#increase Health
-
#inflict_damage Health
-
#info PauseState
-
#initialize TankMotionFSM
-
#initialize TankSounds
-
#initialize ExplosionGraphics
-
#initialize Bullet
-
#initialize PlayerInput
-
#initialize Health
-
#initialize QuadTree
-
#initialize Component
-
#initialize Radar
-
#initialize TankFightingState
-
#initialize TankStuckState
-
#initialize Tree
-
#initialize GameObject
-
#initialize PowerupGraphics
-
#initialize TankNavigatingState
-
#initialize TankHealth
-
#initialize PowerupRespawnQueue
-
#initialize StereoSample
-
#initialize BoxGraphics
-
#initialize AxisAlignedBoundingBox
-
#initialize Explosion
-
#initialize AiInput
-
#initialize TankFleeingState
-
#initialize TreeGraphics
-
#initialize GameWindow
-
#initialize Damage
-
#initialize ScoreDisplay
-
#initialize BulletPhysics
-
#initialize ObjectPool
-
#initialize DamageGraphics
-
#initialize AiGun
-
#initialize Tank
-
#initialize TankGraphics
-
#initialize TankMotionState
-
#initialize Map
-
#initialize TankChasingState
-
#initialize Box
-
#initialize HUD
-
#initialize AiVision
-
#initialize TankRoamingState
-
#initialize Stats
-
#initialize Names
-
#initialize TankPhysics
-
#initialize Powerup
-
#initialize MenuState
-
#initialize PlayState
-
#initialize PauseState
-
#input Tank
-
#insert QuadTree
-
#intersects? AxisAlignedBoundingBox
-
#kills Stats
-
#leave GameState
-
#leave MenuState
-
#leave PlayState
-
#leave PauseState
-
#location GameObject
-
main_font Utils
-
#map ObjectPool
-
mark_corners Utils
-
#mark_for_removal GameObject
-
#mark_for_removal Explosion
-
media_path Utils
-
#mouse_coords Camera
-
#move GameObject
-
#moving? TankPhysics
-
#music MenuState
-
#music PauseState
-
#name AiInput
-
#name Stats
-
#ne QuadTree
-
#nearby ObjectPool
-
#nearby_point ObjectPool
-
#needs_cursor? GameWindow
-
#needs_redraw? GameState
-
#needs_redraw? GameWindow
-
#nw QuadTree
-
#object Component
-
#object_pool PlayState
-
#objects ObjectPool
-
#objects QuadTree
-
#on_collision TankMotionState
-
#on_collision PlayerInput
-
#on_collision GameObject
-
#on_collision AiInput
-
#on_collision Tree
-
#on_collision TankMotionFSM
-
#on_collision Box
-
#on_collision Tank
-
#on_collision Powerup
-
#on_damage AiInput
-
#on_damage TankMotionFSM
-
#on_damage PlayerInput
-
pan Utils
-
#pause StereoSample
-
#paused? StereoSample
-
#physics Tank
-
#pickup RepairPowerup
-
#pickup TankSpeedPowerup
-
#pickup HealthPowerup
-
#pickup FireRatePowerup
-
#pickup Powerup
-
#play StereoSample
-
play ExplosionSounds
-
play PowerupSounds
-
play BulletSounds
-
#play_state MenuState
-
#play_state PauseState
-
#player= HUD
-
#playing? StereoSample
-
#point_at_distance BulletPhysics
-
point_at_distance Utils
-
point_in_poly Utils
-
#powerup_respawn_queue ObjectPool
-
#query_range ObjectPool
-
#query_range QuadTree
-
#random Names
-
register_instances StereoSample
-
#removable? GameObject
-
#remove QuadTree
-
#remove Powerup
-
#required_powerups TankRoamingState
-
#reset_modifiers Tank
-
respawn PlayerSounds
-
#respawn PowerupRespawnQueue
-
#respawn_delay Powerup
-
#restore Health
-
#resume StereoSample
-
rotate Utils
-
#se QuadTree
-
#set_state TankMotionFSM
-
#shake TreeGraphics
-
#shoot Tank
-
#shots Stats
-
#should_change_direction? TankMotionState
-
#should_respawn? TankHealth
-
#should_shoot? AiGun
-
#size ObjectPool
-
#sounds Tank
-
#source Bullet
-
#spawn_point Map
-
#spawn_points Map
-
#speed TankPhysics
-
#speed Bullet
-
#speed_image HUD
-
#speed_modifier Tank
-
#state GameWindow
-
#stats PlayerInput
-
#stats AiInput
-
#stats_image HUD
-
#stop StereoSample
-
stop_all StereoSample
-
#stopped? StereoSample
-
#stuck_at TankStuckState
-
#substate_expired? TankMotionState
-
#sw QuadTree
-
switch GameState
-
#tank PlayState
-
#tank DemoState
-
#target AiGun
-
#target Camera
-
#target Radar
-
#target_delta_on_screen Camera
-
#target_x Bullet
-
#target_y Bullet
-
#throttle_down Tank
-
title_font Utils
-
#to_s AxisAlignedBoundingBox
-
#to_s Camera
-
#to_s Tank
-
#to_s Stats
-
track_update_interval Utils
-
#trajectory_length BulletPhysics
-
#tree_insert ObjectPool
-
#tree_remove ObjectPool
-
#turn_time TankRoamingState
-
#turn_time TankStuckState
-
#turn_time TankMotionState
-
#turn_time TankFleeingState
-
#turn_time TankNavigatingState
-
#turn_time TankFightingState
-
#turn_time TankChasingState
-
#update TankPhysics
-
#update PlayerInput
-
#update TankSounds
-
#update Component
-
#update AiVision
-
#update AiInput
-
#update Health
-
#update AiGun
-
#update PlayState
-
#update MenuState
-
#update DemoState
-
#update GameState
-
#update GameObject
-
#update GameWindow
-
#update Camera
-
#update Radar
-
#update HUD
-
#update TankNavigatingState
-
#update TankFleeingState
-
#update TankRoamingState
-
#update ExplosionGraphics
-
#update TankStuckState
-
#update TankMotionFSM
-
#update TankMotionState
-
#update TankChasingState
-
#update TankFightingState
-
#update BulletPhysics
-
#update TankGraphics
-
#update_all ObjectPool
-
#update_interval PlayState
-
update_interval Utils
-
#viewport Camera
-
volume Utils
-
#volume_and_pan StereoSample
-
volume_and_pan Utils
-
#wait TankMotionState
-
#wait_time TankNavigatingState
-
#wait_time TankFightingState
-
#wait_time TankMotionState
-
#wait_time TankStuckState
-
#wait_time TankRoamingState
-
#waiting? TankMotionState
-
#width BoxGraphics
-
#width TreeGraphics
-
#width TankGraphics
-
#x GameObject
-
#x Camera
-
#y GameObject
-
#y Camera
-
#zoom Camera