Index

Package: States

Description

private package Entities.Players.Keen.States is
Copyright (c) 2012 Kevin Wellwood All rights reserved. This source code is distributed under the Modified BSD License. For terms and conditions, see license.txt.

Classes

Moving_State

type Moving_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Looking_State

type Looking_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Looking_Back_State

type Looking_Back_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Teleporting_State

type Teleporting_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Idle_State

type Idle_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Rising_State

type Rising_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Dying_State

type Dying_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Climbing_State

type Climbing_State is new State with null record;

Ancestors:

Entities.Players.Keen.State

Primitive operations:

Entities.Players.Keen.Get_Frame (Inherited)
Entities.Players.Keen.Update (Inherited)

Subprograms & Entries

Get_State

function Get_State
( action: Action_Type ) return A_State;
Returns a reference to the singleton State object for the corresponding Action_Type.

Get_Frame

function Get_Frame
( this: Moving_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Looking_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Looking_Back_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Teleporting_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Idle_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Rising_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Dying_State;
k: Keen'Class ) return Natural;

Get_Frame

function Get_Frame
( this: Climbing_State;
k: Keen'Class ) return Natural;

Update

procedure Update
( this: Moving_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Looking_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Looking_Back_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Teleporting_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Idle_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Rising_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Dying_State;
k: A_Keen;
time: Tick_Time );

Update

procedure Update
( this: Climbing_State;
k: A_Keen;
time: Tick_Time );