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Packages that use D_Vec2D | |
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de.farafin.snEADy.communication | |
de.farafin.snEADy.world |
Uses of D_Vec2D in de.farafin.snEADy.communication |
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Fields in de.farafin.snEADy.communication declared as D_Vec2D | |
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D_Vec2D |
D_PlayerData.headPos
Comment for headPos |
Methods in de.farafin.snEADy.communication that return D_Vec2D | |
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static D_Vec2D |
D_Vec2D.add(D_Vec2D a,
D_Vec2D b)
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Methods in de.farafin.snEADy.communication with parameters of type D_Vec2D | |
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void |
D_Vec2D.add(D_Vec2D a)
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static D_Vec2D |
D_Vec2D.add(D_Vec2D a,
D_Vec2D b)
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void |
D_Vec2D.copyOnMe(D_Vec2D vec)
copys all data to the lokal instance. there is no new Instance created |
int |
D_Vec2D.dist(D_Vec2D vec)
manhatten distance: d = dy + dx |
boolean |
D_Vec2D.equals(D_Vec2D vec)
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char |
D_Level.getCharOf(D_Vec2D vec)
returns the character of the specified coordinates |
protected boolean |
D_Level.isFieldOfLevel(D_Vec2D vec)
tests if the coordinates are element of the playField |
boolean |
D_Level.isFree(D_Vec2D vec)
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boolean |
D_Level.isGoody(D_Vec2D vec)
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boolean |
D_Level.isSnake(D_Vec2D vec)
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boolean |
D_Level.isSpecialField(D_Vec2D vec)
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boolean |
D_Level.isWall(D_Vec2D vec)
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Constructors in de.farafin.snEADy.communication with parameters of type D_Vec2D | |
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D_PlayerData(java.lang.String name,
java.lang.String picFileName,
long nextupdateTime,
long waitCycles,
int killPoints,
int turnDirection,
int watchDirection,
char ownChar,
int length,
D_Vec2D headPos,
java.lang.Class playerClass)
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D_Vec2D(D_Vec2D vec)
copy - concstructor |
Uses of D_Vec2D in de.farafin.snEADy.world |
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Fields in de.farafin.snEADy.world declared as D_Vec2D | |
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protected D_Vec2D |
C_GameObject.headPosition
the position of the head. even if the object is larger than one field, it needs a position |
Methods in de.farafin.snEADy.world that return D_Vec2D | |
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protected D_Vec2D[] |
C_GameObject.getAllPosArray()
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protected D_Vec2D[] |
C_Goody.getAllPosSorted(int sort)
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protected abstract D_Vec2D[] |
C_GameObject.getAllPosSorted(int sort)
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protected D_Vec2D[] |
C_Snake.getAllPosSorted(int sort)
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protected D_Vec2D |
C_GameObject.getHeadPosition()
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protected D_Vec2D |
C_GameObject.getNextPosInFaceDirection(C_Arena arena)
returns the next position if the object would move one fieled in its face direction. |
protected D_Vec2D[] |
C_Arena.getSourounding(D_Vec2D vec,
int maxDist)
returns all surrounding fields of vec in an array that is ordered that way: ___C___ __N4D__ _MB05E_ LA3#16F _K927G_ __J8H__ ___I___ the vectors in that positions are absolute positions in the arena. |
private D_Vec2D |
C_Snake.removeLastSegments(C_Arena arena,
int n)
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Methods in de.farafin.snEADy.world with parameters of type D_Vec2D | |
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private void |
C_Snake.actualizateSnakeLength(C_Arena arena,
D_Vec2D lastPos)
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protected char |
C_Arena.getCharOf(D_Vec2D vec)
returns the character of the specified coordinates |
protected C_GameObject |
C_Arena.getGOofPos(D_Vec2D vec)
if at position of vec is placed a C_GameObject, it returns the Object. |
protected D_Vec2D[] |
C_Arena.getSourounding(D_Vec2D vec,
int maxDist)
returns all surrounding fields of vec in an array that is ordered that way: ___C___ __N4D__ _MB05E_ LA3#16F _K927G_ __J8H__ ___I___ the vectors in that positions are absolute positions in the arena. |
protected boolean |
C_Arena.isFieldOfArena(D_Vec2D vec)
tests if the coordinates are element of the playField |
protected boolean |
C_Arena.isFree(D_Vec2D vec)
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protected boolean |
C_Arena.isGoody(D_Vec2D vec)
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protected boolean |
C_Arena.isSnake(D_Vec2D vec)
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protected boolean |
C_Arena.isSpecialField(D_Vec2D vec)
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protected boolean |
C_Arena.isWall(D_Vec2D vec)
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protected void |
C_GameObject.jumpHeadPos(D_Vec2D dest)
Moves only the head and the zero-element of the position-list to the new position |
protected void |
C_Goody.jumpTo(D_Vec2D pos,
C_Arena arena)
|
protected abstract void |
C_GameObject.jumpTo(D_Vec2D pos,
C_Arena arena)
moves the object with all its positions to the specific position. |
protected void |
C_Snake.jumpTo(D_Vec2D pos,
C_Arena arena)
turns the head of the object to left_right |
protected boolean |
C_Arena.setCharOnPosition(D_Vec2D vec,
char c)
sets at the coordiantes of vec the character c |
protected boolean |
C_Arena.setFree(D_Vec2D vec)
sets at the coordiantes of vec a free field |
protected void |
C_GameObject.setHeadPosition(D_Vec2D headPosition)
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Constructors in de.farafin.snEADy.world with parameters of type D_Vec2D | |
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C_GameObject(D_Vec2D headPosition,
int faceDirection,
char ownChar,
long waitCycles,
GameParameter parameter)
constructor |
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C_GameObject(D_Vec2D headPosition,
int faceDirection,
RingVector objPositions,
char ownChar,
long waitCycles,
GameParameter parameter)
create constructor |
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C_GLength(D_Vec2D pos,
int length,
GameParameter parameter)
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C_Goody(D_Vec2D headPosition,
int faceDirection,
char ownChar,
long waitCycles,
GameParameter parameter)
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C_Goody(D_Vec2D headPosition,
int faceDirection,
RingVector objPositions,
char ownChar,
long waitCycles,
GameParameter parameter)
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C_GPoints(D_Vec2D pos,
int amount,
GameParameter parameter)
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C_GSpeed(D_Vec2D pos,
int amount,
GameParameter parameter)
constructor |
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C_Snake(D_Vec2D headPosition,
int faceDirection,
char ownChar,
D_PlayerData pilot,
long waitCycles,
GameParameter parameter)
constructor |
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C_Snake(D_Vec2D headPosition,
int faceDirection,
char ownChar,
int length,
D_PlayerData pilot,
long waitCycles,
GameParameter parameter)
constructor |
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C_Snake(D_Vec2D headPosition,
int faceDirection,
RingVector objPositions,
char ownChar,
int length,
D_PlayerData pilot,
long waitCycles,
GameParameter parameter)
smart Constructor |
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C_Snake(D_Vec2D headPosition,
int faceDirection,
RingVector objPositions,
char ownChar,
int status,
int length,
D_PlayerData pilot,
long waitCycles,
GameParameter parameter)
create Constructor |
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