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MAK RTIspy API Documentation for HLA 1.3
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The Class ShotIncrementingThread. More...
Inheritance diagram for controllers.ShotIncrementingThread:
Collaboration diagram for controllers.ShotIncrementingThread:Public Member Functions | |
| ShotIncrementingThread (Board board, E_Alignment alignment) | |
| Instantiates a new shot incrementing thread. | |
| void | run () |
| void | setFinished (boolean finished) |
| Sets the finished. | |
| ShotIncrementingThread | createAndStartShotIncrementingThread () |
| Creates the and start shot incrementing thread. | |
| void | setOnlyPaint (boolean onlyPaint) |
| boolean | isOnlyPaint () |
Private Member Functions | |
| void | repaint () |
| Repaint. | |
Private Attributes | |
| Board | board |
| The board. | |
| E_Alignment | alignment |
| The alignment. | |
| boolean | finished = false |
| The finished. | |
| boolean | onlyPaint = false |
Static Private Attributes | |
| static final long | DELAY = 90 |
| This is the delay between incrementing a shot on the board. | |
The Class ShotIncrementingThread.
| controllers.ShotIncrementingThread.ShotIncrementingThread | ( | Board | board, |
| E_Alignment | alignment | ||
| ) | [inline] |
Instantiates a new shot incrementing thread.
| board | the board |
| alignment | the alignment |
References controllers.ShotIncrementingThread.alignment, and controllers.ShotIncrementingThread.board.
| ShotIncrementingThread controllers.ShotIncrementingThread.createAndStartShotIncrementingThread | ( | ) | [inline] |
Creates the and start shot incrementing thread.
References controllers.ShotIncrementingThread.alignment, and controllers.ShotIncrementingThread.board.
Referenced by ui.TestMain.main(), and federate.RTI1516e.Test.main().
| boolean controllers.ShotIncrementingThread.isOnlyPaint | ( | ) | [inline] |
References controllers.ShotIncrementingThread.onlyPaint.
| void controllers.ShotIncrementingThread.repaint | ( | ) | [inline, private] |
Repaint.
References controllers.ShotIncrementingThread.board.
Referenced by controllers.ShotIncrementingThread.run().
| void controllers.ShotIncrementingThread.run | ( | ) | [inline] |
References controllers.ShotIncrementingThread.alignment, controllers.ShotIncrementingThread.board, controllers.ShotIncrementingThread.DELAY, controllers.ShotIncrementingThread.finished, controllers.ShotManager.getInstance(), controllers.ShotManager.incrementAllShots(), controllers.ShotIncrementingThread.onlyPaint, and controllers.ShotIncrementingThread.repaint().
| void controllers.ShotIncrementingThread.setFinished | ( | boolean | finished | ) | [inline] |
Sets the finished.
| finished | the finished to set |
References controllers.ShotIncrementingThread.finished.
Referenced by ui.RTIActionHelper.stopShotIncrementingThread().
| void controllers.ShotIncrementingThread.setOnlyPaint | ( | boolean | onlyPaint | ) | [inline] |
References controllers.ShotIncrementingThread.onlyPaint.
Referenced by federate.RTI1516e.Test.main(), and ui.RTIActionHelper.startNewGame().
final long controllers.ShotIncrementingThread.DELAY = 90 [static, private] |
This is the delay between incrementing a shot on the board.
This delay should probably be network sensitive as you don't want to increment a shot and then receive it detonated 20ms ago
Referenced by controllers.ShotIncrementingThread.run().
boolean controllers.ShotIncrementingThread.finished = false [private] |
The finished.
Referenced by controllers.ShotIncrementingThread.run(), and controllers.ShotIncrementingThread.setFinished().
boolean controllers.ShotIncrementingThread.onlyPaint = false [private] |