Table of Contents - tank_island-1.0.5 Documentation
Classes and Modules
- AiGun
- AiInput
- AiVision
- AxisAlignedBoundingBox
- Box
- BoxGraphics
- Bullet
- BulletGraphics
- BulletPhysics
- BulletSounds
- Camera
- Component
- Damage
- DamageGraphics
- DemoState
- Explosion
- ExplosionGraphics
- ExplosionSounds
- FireRatePowerup
- GameObject
- GameState
- GameWindow
- HUD
- Health
- HealthPowerup
- Map
- MenuState
- Names
- ObjectPool
- PauseState
- PlayState
- PlayerInput
- PlayerSounds
- Powerup
- PowerupGraphics
- PowerupRespawnQueue
- PowerupSounds
- QuadTree
- Radar
- RepairPowerup
- ScoreDisplay
- Stats
- StereoSample
- Tank
- TankChasingState
- TankFightingState
- TankFleeingState
- TankGraphics
- TankHealth
- TankMotionFSM
- TankMotionState
- TankNavigatingState
- TankPhysics
- TankRoamingState
- TankSounds
- TankSpeedPowerup
- TankStuckState
- Tree
- TreeGraphics
- Utils
Methods
- ::adjust_speed — Utils
- ::angle_between — Utils
- ::bounding_box — Map
- ::button_down? — Utils
- ::cleanup — StereoSample
- ::distance_between — Utils
- ::main_font — Utils
- ::mark_corners — Utils
- ::media_path — Utils
- ::new — Box
- ::new — Bullet
- ::new — AiGun
- ::new — TankChasingState
- ::new — TankFightingState
- ::new — TankFleeingState
- ::new — TankMotionFSM
- ::new — TankMotionState
- ::new — TankNavigatingState
- ::new — TankRoamingState
- ::new — TankStuckState
- ::new — AiVision
- ::new — AiInput
- ::new — BoxGraphics
- ::new — BulletPhysics
- ::new — Component
- ::new — DamageGraphics
- ::new — ExplosionGraphics
- ::new — Health
- ::new — PlayerInput
- ::new — PowerupGraphics
- ::new — TankGraphics
- ::new — TankHealth
- ::new — TankPhysics
- ::new — TankSounds
- ::new — TreeGraphics
- ::new — Damage
- ::new — Explosion
- ::new — GameObject
- ::new — HUD
- ::new — Map
- ::new — ObjectPool
- ::new — Powerup
- ::new — PowerupRespawnQueue
- ::new — Radar
- ::new — ScoreDisplay
- ::new — Tank
- ::new — Tree
- ::new — MenuState
- ::new — PauseState
- ::new — PlayState
- ::new — AxisAlignedBoundingBox
- ::new — GameWindow
- ::new — Names
- ::new — QuadTree
- ::new — Stats
- ::new — StereoSample
- ::pan — Utils
- ::play — BulletSounds
- ::play — ExplosionSounds
- ::play — PowerupSounds
- ::point_at_distance — Utils
- ::point_in_poly — Utils
- ::register_instances — StereoSample
- ::respawn — PlayerSounds
- ::respawn_sound — PlayerSounds
- ::rotate — Utils
- ::sound — BulletSounds
- ::sound — ExplosionSounds
- ::sound — PowerupSounds
- ::stop_all — StereoSample
- ::switch — GameState
- ::title_font — Utils
- ::track_update_interval — Utils
- ::update_interval — Utils
- ::volume — Utils
- ::volume_and_pan — Utils
- #accelerate — TankPhysics
- #add — ObjectPool
- #add_damage — Stats
- #add_damage_dealt — Stats
- #add_death — Stats
- #add_kill — Stats
- #add_shot — Stats
- #adjust_angle — AiGun
- #adjust_desired_angle — AiGun
- #adjust_gun_angle — AiGun
- #adjust_shake — TreeGraphics
- #after_death — Health
- #after_death — TankHealth
- #animation — ExplosionGraphics
- #any_button_down? — PlayerInput
- #apply_movement_penalty — TankPhysics
- #arrived? — BulletPhysics
- #box — Box
- #box — Bullet
- #box — TankPhysics
- #box — GameObject
- #box — Powerup
- #box — Tank
- #box — Tree
- #box_height — TankPhysics
- #box_width — TankPhysics
- #boxes — BoxGraphics
- #button_down — DemoState
- #button_down — GameState
- #button_down — MenuState
- #button_down — PauseState
- #button_down — PlayState
- #button_down — GameWindow
- #can_flee? — TankFleeingState
- #can_go_forward? — AiVision
- #can_make_new_decision? — AiGun
- #can_move_to? — TankPhysics
- #can_move_to? — Map
- #can_shoot? — Tank
- #center_x — BoxGraphics
- #center_x — TreeGraphics
- #center_y — BoxGraphics
- #center_y — TreeGraphics
- #change_angle — PlayerInput
- #change_direction — TankChasingState
- #change_direction — TankFightingState
- #change_direction — TankFleeingState
- #change_direction — TankMotionState
- #change_direction — TankNavigatingState
- #change_direction — TankRoamingState
- #change_direction — TankStuckState
- #change_direction — TankPhysics
- #change_target — AiGun
- #changed — Stats
- #check_hit — BulletPhysics
- #choose_state — TankMotionFSM
- #choose_tile — Map
- #closest_free_path — AiVision
- #closest_free_path_away_from — AiVision
- #closest_powerup — AiVision
- #closest_tank — AiVision
- #collide — TankSounds
- #collide — GameObject
- #collides_with_point? — TankPhysics
- #collides_with_poly? — TankPhysics
- #contains? — AxisAlignedBoundingBox
- #control — AiInput
- #control — PlayerInput
- #crash_sound — TankSounds
- #create_stats_image — ScoreDisplay
- #create_tanks — DemoState
- #create_tanks — PlayState
- #crosshair — Camera
- #current_frame — ExplosionGraphics
- #damage — Stats
- #damage_dealt — Stats
- #damaged? — Health
- #damp_speed — TankPhysics
- #dead? — Health
- #decelerate — TankPhysics
- #desired_spot — Camera
- #distance_to_target — AiGun
- #do_hit — BulletPhysics
- #done? — ExplosionGraphics
- #draw — AiGun
- #draw — TankMotionFSM
- #draw — AiInput
- #draw — BoxGraphics
- #draw — BulletGraphics
- #draw — Component
- #draw — DamageGraphics
- #draw — ExplosionGraphics
- #draw — Health
- #draw — PlayerInput
- #draw — PowerupGraphics
- #draw — TankGraphics
- #draw — TreeGraphics
- #draw — GameObject
- #draw — HUD
- #draw — Map
- #draw — Radar
- #draw — ScoreDisplay
- #draw — DemoState
- #draw — GameState
- #draw — MenuState
- #draw — PauseState
- #draw — PlayState
- #draw — GameWindow
- #draw? — Health
- #draw? — TankHealth
- #draw_crosshair — Camera
- #draw_tank — Radar
- #draw_top_right — ScoreDisplay
- #drive — TankMotionState
- #drive_time — TankChasingState
- #drive_time — TankFightingState
- #drive_time — TankFleeingState
- #drive_time — TankMotionState
- #drive_time — TankNavigatingState
- #drive_time — TankRoamingState
- #drive_time — TankStuckState
- #driving_sound — TankSounds
- #effect? — Damage
- #effect? — Explosion
- #effect? — GameObject
- #enqueue — PowerupRespawnQueue
- #enter — TankFleeingState
- #enter — TankMotionState
- #enter — DemoState
- #enter — GameState
- #enter — MenuState
- #enter — PauseState
- #enter — PlayState
- #explode — Bullet
- #farthest_from — AiVision
- #find_closest_powerup — AiVision
- #find_closest_tank — AiVision
- #find_spawn_point — Map
- #fire — Bullet
- #fire_rate_image — HUD
- #generate_boxes — Map
- #generate_map — Map
- #generate_powerups — Map
- #generate_trees — Map
- #graphics — FireRatePowerup
- #graphics — HealthPowerup
- #graphics — RepairPowerup
- #graphics — TankSpeedPowerup
- #health_image — HUD
- #height — BoxGraphics
- #height — TankGraphics
- #height — TreeGraphics
- #image — BulletGraphics
- #image — PowerupGraphics
- #images — DamageGraphics
- #images — PowerupGraphics
- #increase — Health
- #inflict_damage — Health
- #inflict_damage — Explosion
- #info — PauseState
- #insert — QuadTree
- #intersects? — AxisAlignedBoundingBox
- #leave — GameState
- #leave — MenuState
- #leave — PauseState
- #leave — PlayState
- #load_sprite — BoxGraphics
- #load_sprite — TreeGraphics
- #load_tiles — Map
- #mark_for_removal — Explosion
- #mark_for_removal — GameObject
- #mouse_coords — Camera
- #move — GameObject
- #movement_penalty — Map
- #moving? — TankPhysics
- #music — MenuState
- #music — PauseState
- #nearby — ObjectPool
- #nearby_point — ObjectPool
- #needs_cursor? — GameWindow
- #needs_redraw? — GameState
- #needs_redraw? — GameWindow
- #object= — Component
- #object_pool — GameObject
- #on_collision — Box
- #on_collision — TankMotionFSM
- #on_collision — TankMotionState
- #on_collision — AiInput
- #on_collision — PlayerInput
- #on_collision — GameObject
- #on_collision — Powerup
- #on_collision — Tank
- #on_collision — Tree
- #on_damage — TankMotionFSM
- #on_damage — AiInput
- #on_damage — PlayerInput
- #pause — StereoSample
- #paused? — StereoSample
- #pickup — FireRatePowerup
- #pickup — HealthPowerup
- #pickup — Powerup
- #pickup — RepairPowerup
- #pickup — TankSpeedPowerup
- #play — StereoSample
- #player= — HUD
- #playing? — StereoSample
- #point_at_distance — BulletPhysics
- #query_range — ObjectPool
- #query_range — QuadTree
- #radar_coords — Radar
- #random — Names
- #random_powerup — Map
- #removable? — GameObject
- #remove — Powerup
- #remove — QuadTree
- #required_powerups — TankRoamingState
- #reset_modifiers — Tank
- #respawn — AiInput
- #respawn — PlayerInput
- #respawn — PowerupRespawnQueue
- #respawn_delay — Powerup
- #restore — Health
- #resume — StereoSample
- #set_state — TankMotionFSM
- #shake — TreeGraphics
- #shoot — Tank
- #should_change_direction? — TankMotionState
- #should_respawn? — TankHealth
- #should_shoot? — AiGun
- #size — ObjectPool
- #spawn_point — Map
- #spawn_points — Map
- #speed_image — HUD
- #stats_image — HUD
- #stop — StereoSample
- #stopped? — StereoSample
- #subdivide — QuadTree
- #substate_expired? — TankMotionState
- #switch_to_tank — DemoState
- #target= — Camera
- #target_delta_on_screen — Camera
- #tile_at — Map
- #to_s — Camera
- #to_s — Tank
- #to_s — AxisAlignedBoundingBox
- #to_s — Stats
- #toggle_profiling — PlayState
- #track — Damage
- #trajectory_length — BulletPhysics
- #tree_insert — ObjectPool
- #tree_remove — ObjectPool
- #trees — TreeGraphics
- #turn_time — TankChasingState
- #turn_time — TankFightingState
- #turn_time — TankFleeingState
- #turn_time — TankMotionState
- #turn_time — TankNavigatingState
- #turn_time — TankRoamingState
- #turn_time — TankStuckState
- #units — TankGraphics
- #update — Camera
- #update — AiGun
- #update — TankChasingState
- #update — TankFightingState
- #update — TankFleeingState
- #update — TankMotionFSM
- #update — TankMotionState
- #update — TankNavigatingState
- #update — TankRoamingState
- #update — TankStuckState
- #update — AiVision
- #update — AiInput
- #update — BulletPhysics
- #update — Component
- #update — ExplosionGraphics
- #update — Health
- #update — PlayerInput
- #update — TankGraphics
- #update — TankPhysics
- #update — TankSounds
- #update — GameObject
- #update — HUD
- #update — Radar
- #update — DemoState
- #update — GameState
- #update — MenuState
- #update — PlayState
- #update — GameWindow
- #update_all — ObjectPool
- #update_caption — PlayState
- #update_image — Health
- #viewport — Camera
- #volume_and_pan — StereoSample
- #wait — TankMotionState
- #wait_time — TankFightingState
- #wait_time — TankMotionState
- #wait_time — TankNavigatingState
- #wait_time — TankRoamingState
- #wait_time — TankStuckState
- #waiting? — TankMotionState
- #width — BoxGraphics
- #width — TankGraphics
- #width — TreeGraphics
- #x — Component
- #y — Component