Stores game information for a roll chip laying on top of a tile. Since the only important information for a chip is its roll value and any rotation applied to it, all other game data is retrieved by querying the TileObject that the ChipObject is built on.
ChipObject.h
Stores game information for a roll chip laying on top of a tile. | |
The ChipObject constructor. | |
Reads the roll value from the TileObject. | |
Randomizes the rotation of both this chip. | |
Provides the rotation of the ChipObject. | |
Sets the rotation of the ChipObject. | |
Loads a ChipObject from an input stream. | |
Writes a ChipObject to an output stream. | |
Resets the class name of the ChipObject. | |
The rotation applied to the chip. |
The ChipObject constructor. | |
Reads the roll value from the TileObject. | |
Randomizes the rotation of both this chip. | |
Provides the rotation of the ChipObject. | |
Sets the rotation of the ChipObject. | |
Loads a ChipObject from an input stream. | |
Writes a ChipObject to an output stream. | |
Resets the class name of the ChipObject. |
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The ChipObject constructor.
| pTile | A pointer to the TileObject the ChipObject is built on and will refer to for non-chip game data. |
| wxInt32 roll() const |
Reads the roll value from the TileObject. The roll value is needed for rendering the chip in OpenGL with the right texture.
The roll value of the ChipObject.
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| wxInt32 roll() const |
| void randomizeRotation() |
| virtual float rotation() const |
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| virtual wxString name() |
| float mRotation |