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Searched refs:Hero (Results 1 – 25 of 1975) sorted by relevance

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/dports/games/xjump/xjump-2.7.5.orig/
H A Dgame.c73 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()
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/dports/games/lordsawar/lordsawar-0.3.2/src/
H A Dhero.cpp37 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()
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H A Dhero.h47 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;
/dports/games/lordsawar/lordsawar-0.3.2/dat/
H A Dheronames.xml.in4 <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>
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/entities/
H A DHero.cpp106 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()
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/
H A DRunningState.cpp41 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()
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H A DPlayerMovementState.cpp33 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()
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H A DJumpingState.cpp38 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()
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H A DHookshotState.cpp32 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()
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H A DForcedWalkingState.cpp33 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()
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H A DPullingState.cpp32 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()
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H A DSpinAttackState.cpp38 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()
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H A DBackToSolidGroundState.cpp43 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()
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H A DCarryingState.cpp34 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()
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H A DPushingState.cpp32 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()
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H A DSwimmingState.cpp31 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()
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H A DFreeState.cpp32 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()
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H A DSwordSwingingState.cpp34 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()
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H A DHurtState.cpp41 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()
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H A DSwordTappingState.cpp38 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()
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H A DSwordLoadingState.cpp40 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()
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H A DFallingState.cpp31 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()
H A DStairsState.cpp41 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()
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/dports/games/criticalmass/CriticalMass-1.5/game/
H A DHero.cpp43 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()
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/dports/www/beehive/beehive-0.4.0/vendor/github.com/nicklaw5/helix/
H A Dstreams_test.go151 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] {
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