Angel 3.2
A 2D Game Prototyping Engine
PhysicsActor Member List

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

_circleTextureCoords (defined in Actor)Actorprotectedstatic
_circleVertices (defined in Actor)Actorprotectedstatic
_color (defined in Actor)Actorprotected
_currentAnimName (defined in Actor)Actorprotected
_deleteMe (defined in Renderable)Renderableprotected
_density (defined in PhysicsActor)PhysicsActorprotected
_displayListIndex (defined in Actor)Actorprotected
_drawShape (defined in Actor)Actorprotected
_fixedRotation (defined in PhysicsActor)PhysicsActorprotected
_friction (defined in PhysicsActor)PhysicsActorprotected
_groupIndex (defined in PhysicsActor)PhysicsActorprotected
_isSensor (defined in PhysicsActor)PhysicsActorprotected
_layer (defined in Renderable)Renderableprotected
_name (defined in Actor)Actorprotected
_nameList (defined in Actor)Actorprotectedstatic
_physBody (defined in PhysicsActor)PhysicsActorprotected
_position (defined in Actor)Actorprotected
_restitution (defined in PhysicsActor)PhysicsActorprotected
_rotation (defined in Actor)Actorprotected
_scriptCreatedActor (defined in Actor)Actorprotectedstatic
_shapeType (defined in PhysicsActor)PhysicsActorprotected
_size (defined in Actor)Actorprotected
_spriteAnimDirection (defined in Actor)Actorprotected
_spriteAnimEndFrame (defined in Actor)Actorprotected
_spriteAnimStartFrame (defined in Actor)Actorprotected
_spriteAnimType (defined in Actor)Actorprotected
_spriteCurrentFrame (defined in Actor)Actorprotected
_spriteCurrentFrameDelay (defined in Actor)Actorprotected
_spriteFrameDelay (defined in Actor)Actorprotected
_spriteNumFrames (defined in Actor)Actorprotected
_spriteTextureReferences (defined in Actor)Actorprotected
_squareVertices (defined in Actor)Actorprotectedstatic
_tags (defined in Actor)Actorprotected
_UV (defined in Actor)Actorprotected
Actor()Actor
AnimCallback(String animName)Actorinlinevirtual
ApplyAngularImpulse(float impulse)PhysicsActor
ApplyForce(const Vector2 &force, const Vector2 &point)PhysicsActor
ApplyLinearImpulse(const Vector2 &impulse, const Vector2 &point)PhysicsActor
ApplyLocalForce(const Vector2 &force, const Vector2 &point)PhysicsActor
ApplyTorque(float torque)PhysicsActor
ChangeColorTo(const Color &newColor, float duration, bool smooth=false, String onCompletionMessage="")Actor
ChangeSizeTo(const Vector2 &newSize, float duration, String onCompletionMessage="")PhysicsActorinline
ChangeSizeTo(float newSize, float duration, String onCompletionMessage="")PhysicsActorinline
Actor::ChangeSizeTo(const Vector2 &newSize, float duration, bool smooth=false, String onCompletionMessage="")Actor
Actor::ChangeSizeTo(float newSize, float duration, bool smooth=false, String onCompletionMessage="")Actor
ClearSpriteInfo()Actor
Create(const String &archetype)Actorstatic
CustomInitPhysics()PhysicsActorinlinevirtual
Destroy()Renderableinline
eShapeType enum namePhysicsActor
GetAlpha() const Actor
GetBody()PhysicsActorinline
GetBoundingBox() const Actor
GetClassName() const PhysicsActorinlinevirtual
GetColor() const Actor
GetDrawShape() const Actor
GetLayer()Renderableinline
GetName() const Actor
GetNamed(const String &nameLookup)Actorstatic
GetPosition() const Actor
GetRotation() const Actor
GetSelf()Actorinline
GetSize() const Actor
GetSpriteFrame() const Actorinline
GetSpriteTexture(int frame=0) const Actor
GetTags() const Actor
GetUVs(Vector2 &lowleft, Vector2 &upright) const Actor
InitPhysics()PhysicsActorvirtual
InitShape(b2Shape *) (defined in PhysicsActor)PhysicsActorinlineprotectedvirtual
IsDestroyed()Renderableinline
IsSpriteAnimPlaying() const Actorinline
IsTagged(const String &tag)Actor
LevelUnloaded()Actorinlinevirtual
LoadSpriteFrames(const String &firstFilename, GLint clampmode=GL_CLAMP, GLint filtermode=GL_LINEAR)Actor
MoveTo(const Vector2 &newPosition, float duration, String onCompletionMessage="")PhysicsActorinline
Actor::MoveTo(const Vector2 &newPosition, float duration, bool smooth=false, String onCompletionMessage="")Actor
PhysicsActor()PhysicsActor
PlaySpriteAnimation(float delay, spriteAnimationType animType=SAT_Loop, int startFrame=-1, int endFrame=-1, const char *animName=NULL)Actor
PreDestroy()Renderableinlineprotectedvirtual
ReceiveMessage(Message *message)Actorinlinevirtual
Render()Actorvirtual
Renderable()Renderableinline
ResetBody()PhysicsActorinline
RotateTo(float newRotation, float duration, String onCompletionMessage="")PhysicsActorinline
Actor::RotateTo(float newRotation, float duration, bool smooth=false, String onCompletionMessage="")Actor
SetAlpha(float newAlpha)Actor
SetColor(float r, float g, float b, float a=1.0f)Actor
SetColor(const Color &color)Actor
SetDensity(float density)PhysicsActor
SetDrawShape(actorDrawShape drawShape)Actorvirtual
SetDrawSize(float x, float y=-1.f)PhysicsActor
SetFixedRotation(bool fixedRotation)PhysicsActor
SetFriction(float friction)PhysicsActor
SetGroupIndex(int groupIndex)PhysicsActor
SetIsSensor(bool isSensor)PhysicsActor
SetLayer(int layerIndex)Actor
SetLayer(const String &layerName)Actor
SetName(String newName)Actor
SetPosition(float x, float y)PhysicsActorvirtual
SetPosition(const Vector2 &pos)PhysicsActorvirtual
SetRestitution(float restitution)PhysicsActor
SetRotation(float rotation)PhysicsActorvirtual
SetScriptCreatedActor(Actor *a)Actorinlinestatic
SetShapeType(eShapeType shapeType)PhysicsActor
SetSize(float x, float y=-1.f)PhysicsActor
Actor::SetSize(const Vector2 &newSize)Actor
SetSprite(const String &filename, int frame=0, GLint clampmode=GL_CLAMP, GLint filtermode=GL_LINEAR, bool optional=false)Actor
SetSpriteFrame(int frame)Actor
SetUVs(const Vector2 &lowleft, const Vector2 &upright)Actor
SHAPETYPE_BOX enum value (defined in PhysicsActor)PhysicsActor
SHAPETYPE_CIRCLE enum value (defined in PhysicsActor)PhysicsActor
Tag(const String &newTag)Actor
Untag(const String &oldTag)Actor
Update(float dt)Actorvirtual
UseDisplayList(int listIndex)Actorinline
World (defined in PhysicsActor)PhysicsActorfriend
~Actor()Actorvirtual
~MessageListener() (defined in MessageListener)MessageListenervirtual
~PhysicsActor()PhysicsActorvirtual
~Renderable()Renderableinlinevirtual