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Voxellancer
0.3
A game about voxels in space
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This is the complete list of members for GamePlay, including all inherited members.
| addSubState(State *state) (defined in State) | State | |
| addTransition(Transition *transition) (defined in State) | State | |
| cameraHead() const override (defined in GamePlay) | GamePlay | virtual |
| currentSubState() (defined in State) | State | |
| currentSubState() const (defined in State) | State | |
| finalSubState() (defined in State) | State | |
| finalSubState() const (defined in State) | State | |
| finished() const (defined in State) | State | |
| game() (defined in GamePlay) | GamePlay | |
| GamePlay(Game *game) (defined in GamePlay) | GamePlay | |
| GameState(const std::string &name, GameState *parent) (defined in GameState) | GameState | |
| initialSubState() (defined in State) | State | |
| initialSubState() const (defined in State) | State | |
| leave() (defined in State) | State | protected |
| loadScenario(int i) (defined in GamePlay) | GamePlay | |
| m_currentSubState (defined in State) | State | protected |
| m_finalSubState (defined in State) | State | protected |
| m_game (defined in GamePlay) | GamePlay | protected |
| m_initialSubState (defined in State) | State | protected |
| m_name (defined in State) | State | protected |
| m_parentGameState (defined in GameState) | GameState | protected |
| m_parentState (defined in State) | State | protected |
| m_pausedState (defined in GamePlay) | GamePlay | protected |
| m_runningState (defined in GamePlay) | GamePlay | protected |
| m_scenario (defined in GamePlay) | GamePlay | protected |
| m_scene (defined in GamePlay) | GamePlay | protected |
| m_soundManager (defined in GamePlay) | GamePlay | protected |
| m_subStates (defined in State) | State | protected |
| m_transitions (defined in State) | State | protected |
| name() const (defined in State) | State | |
| onEntered() override | GamePlay | virtual |
| onLeft() override | GamePlay | virtual |
| parentGameState() (defined in GameState) | GameState | |
| parentState() (defined in State) | State | |
| parentState() const (defined in State) | State | |
| pathToDescendant(State *descendant) | State | protected |
| paused() (defined in GamePlay) | GamePlay | |
| removeSubState(State *state) (defined in State) | State | |
| removeTransition(Transition *transition) (defined in State) | State | |
| running() (defined in GamePlay) | GamePlay | |
| scene() (defined in GamePlay) | GamePlay | |
| scene() const override (defined in GamePlay) | GamePlay | virtual |
| setCurrentSubState(State *substate) (defined in State) | State | |
| setFinalSubState(State *finalSubState) (defined in State) | State | |
| setInitialSubState(State *initialSubState) (defined in State) | State | |
| setName(const std::string &name) (defined in State) | State | |
| soundManager() (defined in GamePlay) | GamePlay | |
| State(State *parent=nullptr) (defined in State) | State | |
| State(const std::string &name, State *parent=nullptr) (defined in State) | State | |
| substates() (defined in State) | State | |
| substates() const (defined in State) | State | |
| transit(State *target) | State | protected |
| transitions() (defined in State) | State | |
| transitions() const (defined in State) | State | |
| update(float deltaSec) override | GamePlay | virtual |
| ~State() (defined in State) | State | virtual |