/dports/games/xjump/xjump-2.7.5.orig/ |
H A D | game.c | 73 pic = Hero.pic * 2 + Hero.dir; in draw_hero() 87 recover_scr( Hero.x, Hero.y, 32, 32 ); in del_hero() 155 Hero.x += Hero.vx / 2; in move() 156 Hero.y += Hero.vy; in move() 160 Hero.vx = -Hero.vx/2; in move() 163 Hero.vx = -Hero.vx/2; in move() 180 Hero.y = (Hero.y / 16 ) * 16; in move() 189 Hero.jump = abs(Hero.vx)/4+7; in move() 190 Hero.vy = -Hero.jump/2-12; in move() 221 Hero.vy = -Hero.jump/2-12; in move() [all …]
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/dports/games/lordsawar/lordsawar-0.3.2/src/ |
H A D | hero.cpp | 37 Hero::Hero(const HeroProto& a) in Hero() function in Hero 46 Hero::Hero(Hero& h) in Hero() function in Hero 52 Hero::Hero(XML_Helper* helper) in Hero() function in Hero 65 Hero::~Hero() in ~Hero() 128 Glib::ustring Hero::genderToString(const Hero::Gender gender) in genderToString() 139 Glib::ustring Hero::genderToFriendlyName (const Hero::Gender gender) in genderToFriendlyName() 150 Hero::Gender Hero::genderFromString(const Glib::ustring str) in genderFromString() 157 return Hero::FEMALE; in genderFromString() 160 Hero::Gender Hero::friendlyNameToGender (Glib::ustring str) in friendlyNameToGender() 165 return Hero::FEMALE; in friendlyNameToGender() [all …]
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H A D | hero.h | 47 class Hero : public Army 73 Hero(const HeroProto& a); 79 Hero(Hero& h); 85 Hero(XML_Helper* helper); 88 ~Hero(); 147 static Hero::Gender genderFromString(const Glib::ustring str); 150 static Glib::ustring genderToString(const Hero::Gender gender); 153 static Glib::ustring genderToFriendlyName (const Hero::Gender gender); 156 static Hero::Gender friendlyNameToGender (Glib::ustring name); 199 Hero::Gender d_gender;
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/dports/games/lordsawar/lordsawar-0.3.2/dat/ |
H A D | heronames.xml.in | 4 <d_gender>Hero::MALE</d_gender> 9 <d_gender>Hero::MALE</d_gender> 14 <d_gender>Hero::MALE</d_gender> 19 <d_gender>Hero::MALE</d_gender> 24 <d_gender>Hero::MALE</d_gender> 29 <d_gender>Hero::FEMALE</d_gender> 39 <d_gender>Hero::MALE</d_gender> 49 <d_gender>Hero::MALE</d_gender> 54 <d_gender>Hero::MALE</d_gender> 59 <d_gender>Hero::MALE</d_gender> [all …]
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/entities/ |
H A D | Hero.cpp | 106 Hero::Hero(Equipment& equipment): in Hero() function in Solarus::Hero 181 void Hero::update() { in update() 315 void Hero::update_ice() { in update_ice() 1571 bool Hero::is_hero_obstacle(Hero& hero) { in is_hero_obstacle() 2244 void Hero::hurt( in hurt() 2353 void Hero::start_hole() { in start_hole() 2397 void Hero::start_ice() { in start_ice() 2415 void Hero::start_lava() { in start_lava() 2492 void Hero::start_free() { in start_free() 2563 void Hero::start_jumping( in start_jumping() [all …]
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/ |
H A D | RunningState.cpp | 41 Hero::RunningState::RunningState(Hero& hero, GameCommand command): in RunningState() 70 void Hero::RunningState::stop(const State* next_state) { in stop() 82 void Hero::RunningState::update() { in update() 97 Hero& hero = get_entity(); in update() 142 bool Hero::RunningState::is_bouncing() const { in is_bouncing() 164 Hero& hero = get_entity(); in notify_direction_command_pressed() 173 void Hero::RunningState::notify_obstacle_reached() { in notify_obstacle_reached() 287 bool Hero::RunningState::is_touching_ground() const { in is_touching_ground() 303 bool Hero::RunningState::can_avoid_hole() const { in can_avoid_hole() 311 bool Hero::RunningState::can_avoid_lava() const { in can_avoid_lava() [all …]
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H A D | PlayerMovementState.cpp | 33 Hero::PlayerMovementState::PlayerMovementState( in PlayerMovementState() 34 Hero& hero, const std::string& state_name in PlayerMovementState() 46 Hero::PlayerMovementState::~PlayerMovementState() { in ~PlayerMovementState() 82 Hero& hero = get_entity(); in start() 130 void Hero::PlayerMovementState::set_map(Map &map) { in set_map() 142 void Hero::PlayerMovementState::update() { in update() 143 Hero& hero = get_entity(); in update() 187 void Hero::PlayerMovementState::set_animation_stopped() { in set_animation_stopped() 193 void Hero::PlayerMovementState::set_animation_walking() { in set_animation_walking() 267 void Hero::PlayerMovementState::notify_layer_changed() { in notify_layer_changed() [all …]
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H A D | JumpingState.cpp | 38 Hero::JumpingState::JumpingState( in JumpingState() 39 Hero& hero, in JumpingState() 126 void Hero::JumpingState::set_map(Map& map) { in set_map() 139 void Hero::JumpingState::update() { in update() 168 void Hero::JumpingState::notify_layer_changed() { in notify_layer_changed() 216 bool Hero::JumpingState::can_avoid_hole() const { in can_avoid_hole() 224 bool Hero::JumpingState::can_avoid_ice() const { in can_avoid_ice() 232 bool Hero::JumpingState::can_avoid_lava() const { in can_avoid_lava() 240 bool Hero::JumpingState::can_avoid_prickle() const { in can_avoid_prickle() 281 bool Hero::JumpingState::is_separator_obstacle( in is_separator_obstacle() [all …]
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H A D | HookshotState.cpp | 32 Hero::HookshotState::HookshotState(Hero& hero): in HookshotState() 70 bool Hero::HookshotState::is_touching_ground() const { in is_touching_ground() 86 bool Hero::HookshotState::can_avoid_hole() const { in can_avoid_hole() 94 bool Hero::HookshotState::can_avoid_ice() const { in can_avoid_ice() 102 bool Hero::HookshotState::can_avoid_lava() const { in can_avoid_lava() 110 bool Hero::HookshotState::can_avoid_prickle() const { in can_avoid_prickle() 152 bool Hero::HookshotState::is_jumper_obstacle( in is_jumper_obstacle() 161 bool Hero::HookshotState::can_avoid_switch() const { in can_avoid_switch() 188 void Hero::HookshotState::notify_obstacle_reached() { in notify_obstacle_reached() 201 void Hero::HookshotState::finish_movement() { in finish_movement() [all …]
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H A D | ForcedWalkingState.cpp | 33 Hero::ForcedWalkingState::ForcedWalkingState( in ForcedWalkingState() 34 Hero& hero, in ForcedWalkingState() 66 void Hero::ForcedWalkingState::stop(const State* next_state) { in stop() 76 void Hero::ForcedWalkingState::update() { in update() 99 bool Hero::ForcedWalkingState::is_touching_ground() const { in is_touching_ground() 115 bool Hero::ForcedWalkingState::can_avoid_hole() const { in can_avoid_hole() 123 bool Hero::ForcedWalkingState::can_avoid_ice() const { in can_avoid_ice() 131 bool Hero::ForcedWalkingState::can_avoid_lava() const { in can_avoid_lava() 139 bool Hero::ForcedWalkingState::can_avoid_prickle() const { in can_avoid_prickle() 162 bool Hero::ForcedWalkingState::can_avoid_sensor() const { in can_avoid_sensor() [all …]
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H A D | PullingState.cpp | 32 Hero::PullingState::PullingState(Hero& hero): in PullingState() 54 void Hero::PullingState::stop(const State* next_state) { in stop() 68 void Hero::PullingState::update() { in update() 72 Hero& hero = get_entity(); in update() 145 void Hero::PullingState::notify_movement_finished() { in notify_movement_finished() 158 void Hero::PullingState::notify_obstacle_reached() { in notify_obstacle_reached() 171 void Hero::PullingState::notify_position_changed() { in notify_position_changed() 197 Hero& hero = get_entity(); in stop_moving_pulled_entity() 288 bool Hero::PullingState::is_hole_obstacle() const { in is_hole_obstacle() 296 bool Hero::PullingState::is_lava_obstacle() const { in is_lava_obstacle() [all …]
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H A D | SpinAttackState.cpp | 38 Hero::SpinAttackState::SpinAttackState(Hero& hero): in SpinAttackState() 56 Hero& hero = get_entity(); in start() 83 Hero& hero = get_entity(); in stop() 93 void Hero::SpinAttackState::update() { in update() 96 Hero& hero = get_entity(); in update() 161 void Hero::SpinAttackState::play_spin_attack_sound() { in play_spin_attack_sound() 186 bool Hero::SpinAttackState::is_hole_obstacle() const { in is_hole_obstacle() 194 bool Hero::SpinAttackState::is_lava_obstacle() const { in is_lava_obstacle() 222 bool Hero::SpinAttackState::is_separator_obstacle( in is_separator_obstacle() 246 void Hero::SpinAttackState::notify_attacked_enemy( in notify_attacked_enemy() [all …]
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H A D | BackToSolidGroundState.cpp | 43 Hero::BackToSolidGroundState::BackToSolidGroundState( in BackToSolidGroundState() 44 Hero& hero, in BackToSolidGroundState() 78 Hero& hero = get_entity(); in start() 129 void Hero::BackToSolidGroundState::update() { in update() 138 Hero& hero = get_entity(); in update() 187 bool Hero::BackToSolidGroundState::is_visible() const { in is_visible() 203 bool Hero::BackToSolidGroundState::can_avoid_hole() const { in can_avoid_hole() 211 bool Hero::BackToSolidGroundState::can_avoid_ice() const { in can_avoid_ice() 219 bool Hero::BackToSolidGroundState::can_avoid_lava() const { in can_avoid_lava() 265 bool Hero::BackToSolidGroundState::can_avoid_sensor() const { in can_avoid_sensor() [all …]
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H A D | CarryingState.cpp | 34 Hero::CarryingState::CarryingState( in CarryingState() 89 void Hero::CarryingState::set_map(Map& map) { in set_map() 102 void Hero::CarryingState::notify_position_changed() { in notify_position_changed() 115 void Hero::CarryingState::notify_layer_changed() { in notify_layer_changed() 140 void Hero::CarryingState::update() { in update() 151 Hero& hero = get_entity(); in update() 165 Hero& hero = get_entity(); in notify_action_command_pressed() 176 void Hero::CarryingState::throw_item() { in throw_item() 194 bool Hero::CarryingState::get_can_use_shield() const { in get_can_use_shield() 210 void Hero::CarryingState::set_animation_stopped() { in set_animation_stopped() [all …]
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H A D | PushingState.cpp | 32 Hero::PushingState::PushingState(Hero& hero): in PushingState() 55 void Hero::PushingState::stop(const State* next_state) { in stop() 69 void Hero::PushingState::update() { in update() 73 Hero& hero = get_entity(); in update() 132 bool Hero::PushingState::get_can_start_sword() const { in get_can_start_sword() 155 void Hero::PushingState::notify_movement_finished() { in notify_movement_finished() 168 void Hero::PushingState::notify_obstacle_reached() { in notify_obstacle_reached() 181 void Hero::PushingState::notify_position_changed() { in notify_position_changed() 209 Hero& hero = get_entity(); in stop_moving_pushed_entity() 307 bool Hero::PushingState::is_hole_obstacle() const { in is_hole_obstacle() [all …]
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H A D | SwimmingState.cpp | 31 Hero::SwimmingState::SwimmingState(Hero& hero): in SwimmingState() 55 void Hero::SwimmingState::stop(const State* next_state) { in stop() 65 void Hero::SwimmingState::update() { in update() 73 Hero& hero = get_entity(); in update() 94 void Hero::SwimmingState::set_suspended(bool suspended) { in set_suspended() 106 void Hero::SwimmingState::set_animation_stopped() { in set_animation_stopped() 116 void Hero::SwimmingState::set_animation_walking() { in set_animation_walking() 128 Hero& hero = get_entity(); in notify_action_command_pressed() 155 void Hero::SwimmingState::try_swim_faster() { in try_swim_faster() 170 int Hero::SwimmingState::get_slow_swimming_speed() const { in get_slow_swimming_speed() [all …]
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H A D | FreeState.cpp | 32 Hero::FreeState::FreeState(Hero& hero): in FreeState() 56 void Hero::FreeState::stop(const State* next_state) { in stop() 66 void Hero::FreeState::update() { in update() 97 Hero& hero = get_entity(); in notify_action_command_pressed() 128 void Hero::FreeState::notify_obstacle_reached() { in notify_obstacle_reached() 132 Hero& hero = get_entity(); in notify_obstacle_reached() 155 bool Hero::FreeState::is_free() const { in is_free() 170 bool Hero::FreeState::get_can_start_sword() const { in get_can_start_sword() 189 bool Hero::FreeState::get_can_take_stairs() const { in get_can_take_stairs() 203 void Hero::FreeState::set_animation_stopped() { in set_animation_stopped() [all …]
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H A D | SwordSwingingState.cpp | 34 Hero::SwordSwingingState::SwordSwingingState(Hero& hero): in SwordSwingingState() 62 Hero& hero = get_entity(); in stop() 72 void Hero::SwordSwingingState::update() { in update() 77 Hero& hero = get_entity(); in update() 137 bool Hero::SwordSwingingState::get_can_use_shield() const { in get_can_use_shield() 152 bool Hero::SwordSwingingState::is_cutting_with_sword( in is_cutting_with_sword() 155 Hero& hero = get_entity(); in is_cutting_with_sword() 202 void Hero::SwordSwingingState::notify_obstacle_reached() { in notify_obstacle_reached() 205 Hero& hero = get_entity(); in notify_obstacle_reached() 216 void Hero::SwordSwingingState::notify_attacked_enemy( in notify_attacked_enemy() [all …]
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H A D | HurtState.cpp | 41 Hero::HurtState::HurtState( in HurtState() 42 Hero& hero, in HurtState() 65 Hero& hero = get_entity(); in start() 102 void Hero::HurtState::stop(const State* next_state) { in stop() 112 void Hero::HurtState::update() { in update() 116 Hero& hero = get_entity(); in update() 131 void Hero::HurtState::set_suspended(bool suspended) { in set_suspended() 153 bool Hero::HurtState::is_touching_ground() const { in is_touching_ground() 162 bool Hero::HurtState::is_teletransporter_obstacle( in is_teletransporter_obstacle() 204 bool Hero::HurtState::can_avoid_switch() const { in can_avoid_switch() [all …]
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H A D | SwordTappingState.cpp | 38 Hero::SwordTappingState::SwordTappingState(Hero& hero): in SwordTappingState() 64 Hero& hero = get_entity(); in stop() 74 void Hero::SwordTappingState::update() { in update() 82 Hero& hero = get_entity(); in update() 156 bool Hero::SwordTappingState::get_can_use_shield() const { in get_can_use_shield() 165 Hero& hero = get_entity(); in is_cutting_with_sword() 176 bool Hero::SwordTappingState::is_teletransporter_obstacle( in is_teletransporter_obstacle() 187 void Hero::SwordTappingState::notify_obstacle_reached() { in notify_obstacle_reached() 190 Hero& hero = get_entity(); in notify_obstacle_reached() 198 void Hero::SwordTappingState::notify_attacked_enemy( in notify_attacked_enemy() [all …]
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H A D | SwordLoadingState.cpp | 40 Hero::SwordLoadingState::SwordLoadingState(Hero& hero, int spin_attack_delay): in SwordLoadingState() 74 void Hero::SwordLoadingState::update() { in update() 98 Hero& hero = get_entity(); in update() 127 void Hero::SwordLoadingState::notify_obstacle_reached() { in notify_obstacle_reached() 131 Hero& hero = get_entity(); in notify_obstacle_reached() 145 void Hero::SwordLoadingState::notify_attacked_enemy( in notify_attacked_enemy() 156 Hero& hero = get_entity(); in notify_attacked_enemy() 199 bool Hero::SwordLoadingState::get_can_use_shield() const { in get_can_use_shield() 206 void Hero::SwordLoadingState::set_animation_stopped() { in set_animation_stopped() 213 void Hero::SwordLoadingState::set_animation_walking() { in set_animation_walking() [all …]
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H A D | FallingState.cpp | 31 Hero::FallingState::FallingState(Hero& hero): in FallingState() 40 void Hero::FallingState::start(const State* previous_state) { in start() 54 void Hero::FallingState::stop(const State* next_state) { in stop() 65 void Hero::FallingState::update() { in update() 69 Hero& hero = get_entity(); in update() 92 bool Hero::FallingState::can_avoid_hole() const { in can_avoid_hole() 100 bool Hero::FallingState::can_avoid_lava() const { in can_avoid_lava() 108 bool Hero::FallingState::can_avoid_prickle() const { in can_avoid_prickle() 116 bool Hero::FallingState::can_start_gameover_sequence() const { in can_start_gameover_sequence()
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H A D | StairsState.cpp | 41 Hero::StairsState::StairsState( in StairsState() 42 Hero& hero, in StairsState() 63 void Hero::StairsState::set_map(Map& map) { in set_map() 77 void Hero::StairsState::start(const State* previous_state) { in start() 100 Hero& hero = get_entity(); in start() 127 void Hero::StairsState::stop(const State* next_state) { in stop() 155 void Hero::StairsState::update() { in update() 175 Hero& hero = get_entity(); in update() 269 void Hero::StairsState::set_suspended(bool suspended) { in set_suspended() 286 bool Hero::StairsState::is_touching_ground() const { in is_touching_ground() [all …]
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/dports/games/criticalmass/CriticalMass-1.5/game/ |
H A D | Hero.cpp | 43 Hero::Hero(): in Hero() function in Hero 61 void Hero::reset( void) in reset() 88 Hero::~Hero() in ~Hero() 93 void Hero::init( ParticleInfo *p) in init() 115 _weapon[ Hero::PRIMARY_WEAPON] = in assignWeapons() 143 void Hero::addEnergy( int val) in addEnergy() 154 void Hero::addShield( int val) in addShield() 216 bool Hero::init( void) in init() 263 bool Hero::update( ParticleInfo *p) in update() 332 void Hero::move( float dx, float dy) in move() [all …]
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/dports/www/beehive/beehive-0.4.0/vendor/github.com/nicklaw5/helix/ |
H A D | streams_test.go | 151 if overwatch.Broadcaster.Hero.Name != "" { 153 if overwatch.Broadcaster.Hero.Role != testCase.expectBroadcastHero[0] { 156 if overwatch.Broadcaster.Hero.Name != testCase.expectBroadcastHero[1] { 159 if overwatch.Broadcaster.Hero.Ability != testCase.expectBroadcastHero[2] { 166 if hearthstone.Broadcaster.Hero.Name != "" { 168 if hearthstone.Broadcaster.Hero.Type != testCase.expectBroadcastHero[0] { 171 if hearthstone.Broadcaster.Hero.Class != testCase.expectBroadcastHero[1] { 174 if hearthstone.Broadcaster.Hero.Name != testCase.expectBroadcastHero[2] { 179 if hearthstone.Opponent.Hero.Type != testCase.expectOpponentHero[0] { 182 if hearthstone.Opponent.Hero.Class != testCase.expectOpponentHero[1] { [all …]
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