TouchGFX
GameBoard::Tile::state
is only used within TouchGFX.
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TouchGFX
GameBoard::Tile::state
GameBoard::Tile::state field
Syntax
from
GameBoard.hpp:87
TileState
state
;
References
Location
Referrer
Scope
Text
GameBoard.hpp:87
TileState
state
;
GameBoard.cpp:133
GameBoard::updateTile()
GameBoard
tile
->
image
.
setVisible
(
tile
->
state
!=
TILE_EMPTY
)
;
GameBoard.cpp:134
GameBoard::updateTile()
GameBoard
tile
->
image
.
setBitmaps
(
getBitmapForTileState
(
tile
->
state
)
,
getBitmapForTileState
(
tile
->
state
)
)
;
GameBoard.cpp:147
GameBoard::initiateNewGame()
GameBoard
tiles
[
i
]
[
j
]
->
state
=
TILE_EMPTY
;
GameBoard.cpp:154
GameBoard::initiateNewGame()
GameBoard
getRandomEmptyTile
(
)
->
state
=
getStartTileState
(
)
;
GameBoard.cpp:158
GameBoard::initiateNewGame()
GameBoard
getRandomEmptyTile
(
)
->
state
=
getStartTileState
(
)
;
GameBoard.cpp:169
GameBoard::hasEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:186
GameBoard::getRandomEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:205
GameBoard::getRandomEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:224
GameBoard::moveTileTo()
GameBoard
tiles
[
toY
]
[
toX
]
->
state
=
tiles
[
fromY
]
[
fromX
]
->
state
;
GameBoard.cpp:225
GameBoard::moveTileTo()
GameBoard
tiles
[
fromY
]
[
fromX
]
->
state
=
TILE_EMPTY
;
GameBoard.cpp:313
GameBoard::insertRandomTile()
GameBoard
newTile
->
state
=
getStartTileState
(
)
;
GameBoard.cpp:384
GameBoard::promoteTile()
GameBoard
switch
(
tiles
[
y
]
[
x
]
->
state
)
GameBoard.cpp:438
GameBoard::promoteTile()
GameBoard
tiles
[
y
]
[
x
]
->
state
=
promotedState
;
GameBoard.cpp:489
GameBoard::moveTilesRight()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
!=
TILE_EMPTY
)
GameBoard.cpp:493
GameBoard::moveTilesRight()
GameBoard
if
(
tiles
[
i
]
[
j2
]
->
state
==
tiles
[
i
]
[
j
]
->
state
)
GameBoard.cpp:501
GameBoard::moveTilesRight()
GameBoard
else
if
(
tiles
[
i
]
[
j2
]
->
state
!=
TILE_EMPTY
&&
tiles
[
i
]
[
j2
]
->
state
!=
tiles
[
i
]
[
j
]
->
state
)
GameBoard.cpp:509
GameBoard::moveTilesRight()
GameBoard
else
if
(
tiles
[
i
]
[
j2
]
->
state
==
TILE_EMPTY
&&
j2
==
lastActiveTile
)
GameBoard.cpp:560
GameBoard::hasGameBeenWon()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_2048
)
GameBoard.cpp:596
GameBoard::takeStateBackup()
GameBoard
tileStateBackup
[
i
]
[
j
]
=
tiles
[
i
]
[
j
]
->
state
;
GameBoard.cpp:609
GameBoard::restoreStateBackup()
GameBoard
tiles
[
i
]
[
j
]
->
state
=
tileStateBackup
[
i
]
[
j
]
;
Data Use
Functions writing
GameBoard::Tile::state
Functions reading
GameBoard::Tile::state
GameBoard::initiateNewGame()
GameBoard::moveTileTo()
GameBoard::insertRandomTile()
GameBoard::promoteTile()
GameBoard::restoreStateBackup()
all items filtered out
GameBoard::Tile::state
GameBoard::updateTile()
GameBoard::hasEmptyTile()
GameBoard::getRandomEmptyTile()
GameBoard::moveTileTo()
GameBoard::promoteTile()
GameBoard::moveTilesRight()
GameBoard::hasGameBeenWon()
GameBoard::takeStateBackup()
all items filtered out
Type of
GameBoard::Tile::state
GameBoard::Tile::state
GameBoard::TileState
all items filtered out