forest-net
an overlay networks for large-scale virtual worlds
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mygame.Main Member List

This is the complete list of members for mygame.Main, including all inherited members.

buf (defined in mygame.Main)mygame.Mainprivate
bulletAppState (defined in mygame.Main)mygame.Mainprivate
ccAdr (defined in mygame.Main)mygame.Mainprivate
chan (defined in mygame.Main)mygame.Mainprivate
CM_PORT (defined in mygame.Main)mygame.Mainprivate
comtree (defined in mygame.Main)mygame.Mainprivate
connect()mygame.Maininline
CP_PORT (defined in mygame.Main)mygame.Mainprivate
cpForestPort (defined in mygame.Main)mygame.Mainprivate
cpIpAdr (defined in mygame.Main)mygame.Mainprivate
cpPort (defined in mygame.Main)mygame.Mainprivate
disconnect()mygame.Maininline
draw(Forest.PktBuffer b) (defined in mygame.Main)mygame.Maininline
getDirection()mygame.Maininline
getX() (defined in mygame.Main)mygame.Maininline
getY() (defined in mygame.Main)mygame.Maininline
GRID (defined in mygame.Main)mygame.Mainprivate
groupNum(int x1, int y1)mygame.Maininline
hostname (defined in mygame.Main)mygame.Mainprivatestatic
idCounter (defined in mygame.Main)mygame.Mainprivate
isVis(int g1, int g2)mygame.Maininline
landscape (defined in mygame.Main)mygame.Mainprivate
left (defined in mygame.Main)mygame.Mainprivate
LET_ME_FLY (defined in mygame.Main)mygame.Mainprivate
linesIntersect(double ax, double ay, double bx, double by, double cx, double cy, double dx, double dy)mygame.Maininline
login() (defined in mygame.Main)mygame.Maininlineprivate
main(String[] args) (defined in mygame.Main)mygame.Maininlinestatic
mapfile (defined in mygame.Main)mygame.Mainprivatestatic
MAXNEAR (defined in mygame.Main)mygame.Mainprivate
myAdr (defined in mygame.Main)mygame.Mainprivate
myIpAdr (defined in mygame.Main)mygame.Mainprivatestatic
mySubs (defined in mygame.Main)mygame.Mainprivate
nearAvatars (defined in mygame.Main)mygame.Mainprivate
needCliProxy (defined in mygame.Main)mygame.Mainprivatestatic
newcomt (defined in mygame.Main)mygame.Mainprivate
nextTime (defined in mygame.Main)mygame.Mainprivate
now (defined in mygame.Main)mygame.Mainprivate
numNear (defined in mygame.Main)mygame.Mainprivate
numVisible (defined in mygame.Main)mygame.Mainprivate
onAction(String binding, boolean value, float tpf)mygame.Maininline
player (defined in mygame.Main)mygame.Mainprivate
pword (defined in mygame.Main)mygame.Mainprivate
readWalls()mygame.Maininline
receive()mygame.Maininline
recentIds (defined in mygame.Main)mygame.Mainprivate
rtrAdr (defined in mygame.Main)mygame.Mainprivate
rtrIpAdr (defined in mygame.Main)mygame.Mainprivate
sceneModel (defined in mygame.Main)mygame.Mainprivate
send(Forest.PktBuffer b, int length)mygame.Maininline
sendCtlPkt2CC(boolean join, int comt)mygame.Maininline
sendStatus(int now)mygame.Maininline
seqNum (defined in mygame.Main)mygame.Mainprivate
setUpKeys()mygame.Maininlineprivate
setUpLight() (defined in mygame.Main)mygame.Maininlineprivate
setupVisibility()mygame.Maininline
setUpWalls() (defined in mygame.Main)mygame.Maininlineprivate
simpleInitApp() (defined in mygame.Main)mygame.Maininline
simpleUpdate(float tpf)mygame.Maininline
status (defined in mygame.Main)mygame.Mainprivate
STATUS_REPORT (defined in mygame.Main)mygame.Mainprivate
subscribe(ArrayList< Integer > glist) (defined in mygame.Main)mygame.Maininline
udpSock (defined in mygame.Main)mygame.Mainprivate
uname (defined in mygame.Main)mygame.Mainprivate
unsubscribe(ArrayList< Integer > glist)mygame.Maininline
UPDATE_PERIOD (defined in mygame.Main)mygame.Mainprivate
updateNearby(Forest.PktBuffer b) (defined in mygame.Main)mygame.Maininline
updateSubs() (defined in mygame.Main)mygame.Maininline
visibleAvatars (defined in mygame.Main)mygame.Mainprivate
visSet (defined in mygame.Main)mygame.Mainprivate
waiting4comtCtl (defined in mygame.Main)mygame.Mainprivate
walkDirection (defined in mygame.Main)mygame.Mainprivate
walls (defined in mygame.Main)mygame.Mainprivate
worldSize (defined in mygame.Main)mygame.Mainprivatestatic