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<title>JGE++: JGameObject Class Reference</title>
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<li><a href="index.html"><span>Main&nbsp;Page</span></a></li>
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<h1>JGameObject Class Reference</h1><!-- doxytag: class="JGameObject" --><!-- doxytag: inherits="JSprite" --><code>#include &lt;JGameObject.h&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for JGameObject:</div>
<div class="dynsection">
</div>
<div class="dynheader">
Collaboration diagram for JGameObject:</div>
<div class="dynsection">
</div>
<p>
<a href="class_j_game_object-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#98100fb8c749f6719bb1be01941f3982">JGameObject</a> (JTexture *tex, float x, float y, float width, float height)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#5fdbb3739b6be505405015f42ee2712c">Update</a> (float dt)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#ea4e3cd8caa63779982008d8bde164ea">Render</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#b6535a4c3b2436265fa6e9d6f2e1e7ef">OnCollide</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#ba1d6e1a324b60b33767cf5105254189">SetBBox</a> (float x, float y, float width, float height)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#6bb165b33f5c91a612f4cd1071e83f83">GetBBox</a> (float x, float y, float *xNow, float *yNow, float *width, float *height)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#7009bd4c2722f7f01a8e2ac173410e27">SetCollisionCircle</a> (float cx, float cy, float radius)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#a55b8203a365f2444975ed23a059f32e">Collide</a> (<a class="el" href="class_j_game_object.html">JGameObject</a> *target)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#d8ef1c2681ac1013dc8f88717f4486a9">SetCollisionTarget</a> (<a class="el" href="class_j_game_object.html">JGameObject</a> *target)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="class_j_game_object.html">JGameObject</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#515c9f39f2746b8fa66b3b986e9c6224">GetCollisionTarget</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#f2d5e4e09be3556a8b1e748f9cb4033f">SetHitPoint</a> (int pt)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">int&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#bed96ef2fe424e35ab23fc81a40a2157">GetHitPoint</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#885827deaccf897037479528d657ee64">SetBlood</a> (int pt)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">int&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#a3e5b3e5d87bfa8ae072bb9754352720">GetBlood</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#a5b0161edd76ee579ba71bac4f90f46d">EnableAlpha</a> (bool flag, float delta=0.0f)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#605de672fc0c1d069530e92881bc8174">EnableScaling</a> (bool flag, float delta=0.0f)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#dd6f77ad6b69a2a86bc07fb4b0973b3f">EnableRotation</a> (bool flag, float delta=0.0f)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#24677d8ac9ce2fc1745d6381e946cb22">SetRenderFlags</a> (int flags)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#a00de5d403726765e822841d9b008e05">StartFlashing</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#3d30a5e941c4905552c17485759a6ebc">StopFlashing</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_j_game_object.html#18b7d9cc58c0b62ed87e6093c45471c0">IsFlashing</a> ()</td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A super Sprite class for in-game entities. Extra functions are added in addition to a normal Sprite for easier control of in-game activities. <hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="98100fb8c749f6719bb1be01941f3982"></a><!-- doxytag: member="JGameObject::JGameObject" ref="98100fb8c749f6719bb1be01941f3982" args="(JTexture *tex, float x, float y, float width, float height)" -->
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<td class="memname">JGameObject::JGameObject </td>
<td>(</td>
<td class="paramtype">JTexture *&nbsp;</td>
<td class="paramname"> <em>tex</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>x</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>y</em>, </td>
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<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>width</em>, </td>
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<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>height</em></td><td>&nbsp;</td>
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<td>)</td>
<td></td><td></td><td width="100%"></td>
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<p>
Constructor.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>tex</em>&nbsp;</td><td>- Texture for first frame. NULL for no starting frame. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>x</em>&nbsp;</td><td>- X position of texture for the frame. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>y</em>&nbsp;</td><td>- Y position of texture for the frame. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>width</em>&nbsp;</td><td>- Width of the frame. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>height</em>&nbsp;</td><td>- Height of the frame. </td></tr>
</table>
</dl>
</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="5fdbb3739b6be505405015f42ee2712c"></a><!-- doxytag: member="JGameObject::Update" ref="5fdbb3739b6be505405015f42ee2712c" args="(float dt)" -->
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<td class="memname">virtual void JGameObject::Update </td>
<td>(</td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>dt</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"><code> [virtual]</code></td>
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<p>
Update function.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>dt</em>&nbsp;</td><td>- Delta time since last update (in second). </td></tr>
</table>
</dl>
<p>Reimplemented from <a class="el" href="class_j_sprite.html#fa0111c412e816eaa3d27eb3b84a4732">JSprite</a>.</p>
</div>
</div><p>
<a class="anchor" name="ea4e3cd8caa63779982008d8bde164ea"></a><!-- doxytag: member="JGameObject::Render" ref="ea4e3cd8caa63779982008d8bde164ea" args="()" -->
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<td class="memname">virtual void JGameObject::Render </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"><code> [virtual]</code></td>
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<p>
Render current frame.
<p>Reimplemented from <a class="el" href="class_j_sprite.html#6dce11d10a097e171bcbfbf4681d3bb0">JSprite</a>.</p>
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</div><p>
<a class="anchor" name="b6535a4c3b2436265fa6e9d6f2e1e7ef"></a><!-- doxytag: member="JGameObject::OnCollide" ref="b6535a4c3b2436265fa6e9d6f2e1e7ef" args="()" -->
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<td class="memname">virtual void JGameObject::OnCollide </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"><code> [virtual]</code></td>
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<div class="memdoc">
<p>
Function to handle collision.
</div>
</div><p>
<a class="anchor" name="ba1d6e1a324b60b33767cf5105254189"></a><!-- doxytag: member="JGameObject::SetBBox" ref="ba1d6e1a324b60b33767cf5105254189" args="(float x, float y, float width, float height)" -->
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<td class="memname">void JGameObject::SetBBox </td>
<td>(</td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>x</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>y</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>width</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>height</em></td><td>&nbsp;</td>
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<td>)</td>
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<p>
Set bounding box for collision detection. All the following collision detections will be done using bounding box.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>x</em>&nbsp;</td><td>- X position of the bounding box (relative to this sprite). </td></tr>
<tr><td valign="top"></td><td valign="top"><em>y</em>&nbsp;</td><td>- Y position of the bounding box (relative to this sprite). </td></tr>
<tr><td valign="top"></td><td valign="top"><em>width</em>&nbsp;</td><td>- Width of the bounding box. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>height</em>&nbsp;</td><td>- Height of the bounding box. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="6bb165b33f5c91a612f4cd1071e83f83"></a><!-- doxytag: member="JGameObject::GetBBox" ref="6bb165b33f5c91a612f4cd1071e83f83" args="(float x, float y, float *xNow, float *yNow, float *width, float *height)" -->
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<td class="memname">void JGameObject::GetBBox </td>
<td>(</td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>x</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>y</em>, </td>
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<td></td>
<td class="paramtype">float *&nbsp;</td>
<td class="paramname"> <em>xNow</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float *&nbsp;</td>
<td class="paramname"> <em>yNow</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float *&nbsp;</td>
<td class="paramname"> <em>width</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float *&nbsp;</td>
<td class="paramname"> <em>height</em></td><td>&nbsp;</td>
</tr>
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<td>)</td>
<td></td><td></td><td width="100%"></td>
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<p>
Get bounding box relative to screen position.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>x</em>&nbsp;</td><td>- X of screen position. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>y</em>&nbsp;</td><td>- Y of screen position.</td></tr>
</table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>xNow - X position of the bounding box (relative to screen). <p>
yNow - Y position of the bounding box (relative to screen). <p>
width - Width of the bounding box. <p>
height - Height of the bounding box. </dd></dl>
</div>
</div><p>
<a class="anchor" name="7009bd4c2722f7f01a8e2ac173410e27"></a><!-- doxytag: member="JGameObject::SetCollisionCircle" ref="7009bd4c2722f7f01a8e2ac173410e27" args="(float cx, float cy, float radius)" -->
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<td class="memname">void JGameObject::SetCollisionCircle </td>
<td>(</td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>cx</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>cy</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>radius</em></td><td>&nbsp;</td>
</tr>
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<td></td>
<td>)</td>
<td></td><td></td><td width="100%"></td>
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<p>
Set up a circle for collision detection. All the following collision detections will be done using circle to circle collision detection.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>cx</em>&nbsp;</td><td>- X of the circle center. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>cy</em>&nbsp;</td><td>- Y of the circle center. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>- Radius of the circle. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="a55b8203a365f2444975ed23a059f32e"></a><!-- doxytag: member="JGameObject::Collide" ref="a55b8203a365f2444975ed23a059f32e" args="(JGameObject *target)" -->
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<td class="memname">bool JGameObject::Collide </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_j_game_object.html">JGameObject</a> *&nbsp;</td>
<td class="paramname"> <em>target</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
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<p>
Check for collision. Either bounding box or circle to circle collision detection will be used depending on which one is setup last.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>target</em>&nbsp;</td><td>- Target to check for collision. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="d8ef1c2681ac1013dc8f88717f4486a9"></a><!-- doxytag: member="JGameObject::SetCollisionTarget" ref="d8ef1c2681ac1013dc8f88717f4486a9" args="(JGameObject *target)" -->
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<td class="memname">void JGameObject::SetCollisionTarget </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_j_game_object.html">JGameObject</a> *&nbsp;</td>
<td class="paramname"> <em>target</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
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<p>
Set object that has collided with this object.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>target</em>&nbsp;</td><td>- Object that has collided with this object. </td></tr>
</table>
</dl>
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<a class="anchor" name="515c9f39f2746b8fa66b3b986e9c6224"></a><!-- doxytag: member="JGameObject::GetCollisionTarget" ref="515c9f39f2746b8fa66b3b986e9c6224" args="()" -->
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<td class="memname"><a class="el" href="class_j_game_object.html">JGameObject</a>* JGameObject::GetCollisionTarget </td>
<td>(</td>
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<p>
Get object that has collided with this object.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Object that has collided with this object. </dd></dl>
</div>
</div><p>
<a class="anchor" name="f2d5e4e09be3556a8b1e748f9cb4033f"></a><!-- doxytag: member="JGameObject::SetHitPoint" ref="f2d5e4e09be3556a8b1e748f9cb4033f" args="(int pt)" -->
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<td class="memname">void JGameObject::SetHitPoint </td>
<td>(</td>
<td class="paramtype">int&nbsp;</td>
<td class="paramname"> <em>pt</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
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<p>
Set damage point of this object.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>pt</em>&nbsp;</td><td>- Damage point. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="bed96ef2fe424e35ab23fc81a40a2157"></a><!-- doxytag: member="JGameObject::GetHitPoint" ref="bed96ef2fe424e35ab23fc81a40a2157" args="()" -->
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<td class="memname">int JGameObject::GetHitPoint </td>
<td>(</td>
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<td width="100%"></td>
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<p>
Get damage point of this object.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Damage point. </dd></dl>
</div>
</div><p>
<a class="anchor" name="885827deaccf897037479528d657ee64"></a><!-- doxytag: member="JGameObject::SetBlood" ref="885827deaccf897037479528d657ee64" args="(int pt)" -->
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<td class="memname">void JGameObject::SetBlood </td>
<td>(</td>
<td class="paramtype">int&nbsp;</td>
<td class="paramname"> <em>pt</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
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<p>
Set blood of this object.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>pt</em>&nbsp;</td><td>- Blood value. </td></tr>
</table>
</dl>
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</div><p>
<a class="anchor" name="a3e5b3e5d87bfa8ae072bb9754352720"></a><!-- doxytag: member="JGameObject::GetBlood" ref="a3e5b3e5d87bfa8ae072bb9754352720" args="()" -->
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<td class="memname">int JGameObject::GetBlood </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
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<p>
Get blood of this object.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Blood value. </dd></dl>
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</div><p>
<a class="anchor" name="a5b0161edd76ee579ba71bac4f90f46d"></a><!-- doxytag: member="JGameObject::EnableAlpha" ref="a5b0161edd76ee579ba71bac4f90f46d" args="(bool flag, float delta=0.0f)" -->
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<td class="memname">void JGameObject::EnableAlpha </td>
<td>(</td>
<td class="paramtype">bool&nbsp;</td>
<td class="paramname"> <em>flag</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>delta</em> = <code>0.0f</code></td><td>&nbsp;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td><td width="100%"></td>
</tr>
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<p>
Enable alpha animation during update.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>flag</em>&nbsp;</td><td>- Enable flag. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>delta</em>&nbsp;</td><td>- Rate of changing the alpha value. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="605de672fc0c1d069530e92881bc8174"></a><!-- doxytag: member="JGameObject::EnableScaling" ref="605de672fc0c1d069530e92881bc8174" args="(bool flag, float delta=0.0f)" -->
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<td class="memname">void JGameObject::EnableScaling </td>
<td>(</td>
<td class="paramtype">bool&nbsp;</td>
<td class="paramname"> <em>flag</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>delta</em> = <code>0.0f</code></td><td>&nbsp;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td><td width="100%"></td>
</tr>
</table>
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<div class="memdoc">
<p>
Enable scaling during update.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>flag</em>&nbsp;</td><td>- Enable flag. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>delta</em>&nbsp;</td><td>- Rate of changing the scaling value. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="dd6f77ad6b69a2a86bc07fb4b0973b3f"></a><!-- doxytag: member="JGameObject::EnableRotation" ref="dd6f77ad6b69a2a86bc07fb4b0973b3f" args="(bool flag, float delta=0.0f)" -->
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<td class="memname">void JGameObject::EnableRotation </td>
<td>(</td>
<td class="paramtype">bool&nbsp;</td>
<td class="paramname"> <em>flag</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&nbsp;</td>
<td class="paramname"> <em>delta</em> = <code>0.0f</code></td><td>&nbsp;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td><td width="100%"></td>
</tr>
</table>
</div>
<div class="memdoc">
<p>
Enable rotation during update.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>flag</em>&nbsp;</td><td>- Enable flag. </td></tr>
<tr><td valign="top"></td><td valign="top"><em>delta</em>&nbsp;</td><td>- Rate of rotation. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="24677d8ac9ce2fc1745d6381e946cb22"></a><!-- doxytag: member="JGameObject::SetRenderFlags" ref="24677d8ac9ce2fc1745d6381e946cb22" args="(int flags)" -->
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<td class="memname">void JGameObject::SetRenderFlags </td>
<td>(</td>
<td class="paramtype">int&nbsp;</td>
<td class="paramname"> <em>flags</em> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
</tr>
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<div class="memdoc">
<p>
Set rendering flags.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"></td><td valign="top"><em>flags</em>&nbsp;</td><td>- Rendering flags encoded in bits. </td></tr>
</table>
</dl>
</div>
</div><p>
<a class="anchor" name="a00de5d403726765e822841d9b008e05"></a><!-- doxytag: member="JGameObject::StartFlashing" ref="a00de5d403726765e822841d9b008e05" args="()" -->
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<td class="memname">void JGameObject::StartFlashing </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
</tr>
</table>
</div>
<div class="memdoc">
<p>
Start flashing during render.
</div>
</div><p>
<a class="anchor" name="3d30a5e941c4905552c17485759a6ebc"></a><!-- doxytag: member="JGameObject::StopFlashing" ref="3d30a5e941c4905552c17485759a6ebc" args="()" -->
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<td class="memname">void JGameObject::StopFlashing </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
</tr>
</table>
</div>
<div class="memdoc">
<p>
Start flashing during render.
</div>
</div><p>
<a class="anchor" name="18b7d9cc58c0b62ed87e6093c45471c0"></a><!-- doxytag: member="JGameObject::IsFlashing" ref="18b7d9cc58c0b62ed87e6093c45471c0" args="()" -->
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<td class="memname">bool JGameObject::IsFlashing </td>
<td>(</td>
<td class="paramname"> </td>
<td>&nbsp;)&nbsp;</td>
<td width="100%"></td>
</tr>
</table>
</div>
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<p>
Check if object is flashing.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Flashing status. </dd></dl>
</div>
</div><p>
<hr size="1"><address style="text-align: right;"><small>Generated on Mon Oct 22 00:28:22 2007 for JGE++ by&nbsp;
<a href="http://www.doxygen.org/index.html">
<img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.5.3 </small></address>
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