TouchGFX
GameBoard::tiles
is only used within TouchGFX.
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TouchGFX
GameBoard::tiles
GameBoard::tiles field
Syntax
from
GameBoard.hpp:109
Tile
*
tiles
[
NUMBER_OF_VERTICAL_TILES
]
[
NUMBER_OF_HORIZONTAL_TILES
]
;
References
Location
Referrer
Scope
Text
GameBoard.hpp:109
Tile
*
tiles
[
NUMBER_OF_VERTICAL_TILES
]
[
NUMBER_OF_HORIZONTAL_TILES
]
;
GameBoard.cpp:43
GameBoard::GameBoard()
GameBoard
add
(
tiles
[
i
]
[
j
]
->
image
)
;
GameBoard.cpp:125
GameBoard::updateBoard()
GameBoard
tiles
[
i
]
[
j
]
->
image
.
moveTo
(
20
+
j
*
tileOffset
,
25
+
i
*
tileOffset
)
;
GameBoard.cpp:126
GameBoard::updateBoard()
GameBoard
updateTile
(
tiles
[
i
]
[
j
]
)
;
GameBoard.cpp:147
GameBoard::initiateNewGame()
GameBoard
tiles
[
i
]
[
j
]
->
state
=
TILE_EMPTY
;
GameBoard.cpp:148
GameBoard::initiateNewGame()
GameBoard
tiles
[
i
]
[
j
]
->
isPromoted
=
false
;
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:209
GameBoard::getRandomEmptyTile()
GameBoard
return
tiles
[
i
]
[
j
]
;
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:230
GameBoard::moveTileTo()
GameBoard
remove
(
tiles
[
fromY
]
[
fromX
]
->
image
)
;
GameBoard.cpp:231
GameBoard::moveTileTo()
GameBoard
add
(
tiles
[
fromY
]
[
fromX
]
->
image
)
;
GameBoard.cpp:233
GameBoard::moveTileTo()
GameBoard
tiles
[
fromY
]
[
fromX
]
->
image
.
startZoomAndMoveAnimation
(
tiles
[
toY
]
[
toX
]
->
image
.
getX
(
)
,
tiles
[
toY
]
[
toX
]
->
image
.
getY
(
)
,
tiles
[
toY
]
[
toX
]
->
image
.
getWidth
(
)
,
tiles
[
toY
]
[
toX
]
->
image
.
getHeight
(
)
,
TILE_MOVE_DURATION
,
ZoomAnimationImage
::
FIXED_LEFT_AND_TOP
,
EasingEquations
::
cubicEaseIn
,
EasingEquations
::
cubicEaseIn
)
;
GameBoard.cpp:254
GameBoard::tileMoveEndedHandler()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
isPromoted
)
GameBoard.cpp:258
GameBoard::tileMoveEndedHandler()
GameBoard
tiles
[
i
]
[
j
]
->
image
.
setPosition
(
tiles
[
i
]
[
j
]
->
image
.
getX
(
)
+
(
imageWidth
-
50
)
/
2
,
tiles
[
i
]
[
j
]
->
image
.
getY
(
)
+
(
imageHeight
-
50
)
/
2
,
50
,
50
)
;
GameBoard.cpp:259
GameBoard::tileMoveEndedHandler()
GameBoard
tiles
[
i
]
[
j
]
->
image
.
startZoomAnimation
(
imageWidth
,
imageHeight
,
6
,
ZoomAnimationImage
::
FIXED_CENTER
,
EasingEquations
::
backEaseInOut
,
EasingEquations
::
backEaseInOut
)
;
GameBoard.cpp:260
GameBoard::tileMoveEndedHandler()
GameBoard
tiles
[
i
]
[
j
]
->
isPromoted
=
false
;
GameBoard.cpp:335
GameBoard::getNumberOfAnimatingTiles()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
image
.
isRunning
(
)
)
GameBoard.cpp:384
GameBoard::promoteTile()
GameBoard
switch
(
tiles
[
y
]
[
x
]
->
state
)
GameBoard.cpp:438
GameBoard::promoteTile()
GameBoard
tiles
[
y
]
[
x
]
->
state
=
promotedState
;
GameBoard.cpp:439
GameBoard::promoteTile()
GameBoard
tiles
[
y
]
[
x
]
->
isPromoted
=
true
;
GameBoard.cpp:461
GameBoard::rotateBoard()
GameBoard
Tile
*
temp
=
tiles
[
i
]
[
j
]
;
GameBoard.cpp:462
GameBoard::rotateBoard()
GameBoard
tiles
[
i
]
[
j
]
=
tiles
[
j
]
[
i
]
;
GameBoard.cpp:463
GameBoard::rotateBoard()
GameBoard
tiles
[
j
]
[
i
]
=
temp
;
GameBoard.cpp:472
GameBoard::rotateBoard()
GameBoard
Tile
*
temp
=
tiles
[
i
]
[
j
]
;
GameBoard.cpp:473
GameBoard::rotateBoard()
GameBoard
tiles
[
i
]
[
j
]
=
tiles
[
i
]
[
NUMBER_OF_HORIZONTAL_TILES
-
j
-
1
]
;
GameBoard.cpp:474
GameBoard::rotateBoard()
GameBoard
tiles
[
i
]
[
NUMBER_OF_HORIZONTAL_TILES
-
j
-
1
]
=
temp
;
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:597
GameBoard::takeStateBackup()
GameBoard
tilePromotionBackup
[
i
]
[
j
]
=
tiles
[
i
]
[
j
]
->
isPromoted
;
GameBoard.cpp:609
GameBoard::restoreStateBackup()
GameBoard
tiles
[
i
]
[
j
]
->
state
=
tileStateBackup
[
i
]
[
j
]
;
GameBoard.cpp:610
GameBoard::restoreStateBackup()
GameBoard
tiles
[
i
]
[
j
]
->
isPromoted
=
tilePromotionBackup
[
i
]
[
j
]
;
Data Use
Functions reading
GameBoard::tiles
GameBoard::tiles
GameBoard::GameBoard()
GameBoard::updateBoard()
GameBoard::initiateNewGame()
GameBoard::hasEmptyTile()
GameBoard::getRandomEmptyTile()
GameBoard::moveTileTo()
GameBoard::tileMoveEndedHandler()
GameBoard::getNumberOfAnimatingTiles()
GameBoard::promoteTile()
GameBoard::rotateBoard()
GameBoard::moveTilesRight()
GameBoard::hasGameBeenWon()
GameBoard::takeStateBackup()
GameBoard::restoreStateBackup()
all items filtered out
Type of
GameBoard::tiles
GameBoard::tiles
GameBoard::Tile
all items filtered out