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    "path": "Doc/Design/MG/MG.bib",
    "content": "%% This BibTeX bibliography file was created using BibDesk.\n%% http://bibdesk.sourceforge.net/\n\n\n%% Created for Spencer Smith at 2016-10-27 23:57:04 -0400 \n\n\n%% Saved with string encoding Unicode (UTF-8) \n\n\n\n@inproceedings{Parnas1978,\n\tAddress = {Piscataway, NJ, USA},\n\tAuthor = {David L. Parnas},\n\tBooktitle = {ICSE '78: Proceedings of the 3rd international conference on Software engineering},\n\tDate-Added = {2016-10-28 03:56:16 +0000},\n\tDate-Modified = {2016-10-28 03:56:16 +0000},\n\tIsbn = {none},\n\tLocation = {Atlanta, Georgia, United States},\n\tPages = {264--277},\n\tPublisher = {IEEE Press},\n\tTitle = {Designing Software for Ease of Extension and Contraction},\n\tYear = {1978}}\n\n@article{Parnas1972a,\n\tAuthor = {David L. Parnas},\n\tDate-Added = {2016-10-28 03:55:43 +0000},\n\tDate-Modified = {2016-10-28 03:55:43 +0000},\n\tJournal = {Comm. ACM},\n\tMonth = {December},\n\tNumber = {2},\n\tPages = {1053--1058},\n\tTitle = {On the Criteria To Be Used in Decomposing Systems into Modules},\n\tVolume = {15},\n\tYear = {1972},\n\tBdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGJCVYJHZlcnNpb25YJG9iamVjdHNZJGFyY2hpdmVyVCR0b3ASAAGGoKgHCBMUFRYaIVUkbnVsbNMJCgsMDxJXTlMua2V5c1pOUy5vYmplY3RzViRjbGFzc6INDoACgAOiEBGABIAFgAdccmVsYXRpdmVQYXRoWWFsaWFzRGF0YV8QOS4uLy4uLy4uLy4uLy4uLy4uL1dvcmsvUmVzZWFyY2gvUmVmZXJlbmNlcy9QYXJuYXMxOTcyLnBkZtIXCxgZV05TLmRhdGFPEQGmAAAAAAGmAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADOl3ODSCsAAAAXAgwOUGFybmFzMTk3Mi5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA3+xs9CaVP4AAAAAAAAAAAAGAAQAAAkgAAAAAAAAAAAAAAAAAAAAClJlZmVyZW5jZXMAEAAIAADOl6vDAAAAEQAIAADQmptOAAAAAQAUABcCDAAXAE0AFv3tAAj3ZgACZI4AAgBGTWFjaW50b3NoIEhEOlVzZXJzOgBzbWl0aHM6AFdvcms6AFJlc2VhcmNoOgBSZWZlcmVuY2VzOgBQYXJuYXMxOTcyLnBkZgAOAB4ADgBQAGEAcgBuAGEAcwAxADkANwAyAC4AcABkAGYADwAaAAwATQBhAGMAaQBuAHQAbwBzAGgAIABIAEQAEgA0VXNlcnMvc21pdGhzL1dvcmsvUmVzZWFyY2gvUmVmZXJlbmNlcy9QYXJuYXMxOTcyLnBkZgATAAEvAAAVAAIADf//AACABtIbHB0eWiRjbGFzc25hbWVYJGNsYXNzZXNdTlNNdXRhYmxlRGF0YaMdHyBWTlNEYXRhWE5TT2JqZWN00hscIiNcTlNEaWN0aW9uYXJ5oiIgXxAPTlNLZXllZEFyY2hpdmVy0SYnVHJvb3SAAQAIABEAGgAjAC0AMgA3AEAARgBNAFUAYABnAGoAbABuAHEAcwB1AHcAhACOAMoAzwDXAoECgwKIApMCnAKqAq4CtQK+AsMC0ALTAuUC6ALtAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAu8=}}\n\n@inproceedings{ParnasEtAl1984,\n\tAuthor = {D.L. Parnas and P.C. Clement and D. M. Weiss},\n\tBooktitle = {International Conference on Software Engineering},\n\tDate-Added = {2016-10-28 03:55:23 +0000},\n\tDate-Modified = {2016-10-28 03:55:23 +0000},\n\tPages = {408-419},\n\tTitle = {The modular structure of complex systems},\n\tYear = {1984},\n\tBdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGJCVYJHZlcnNpb25YJG9iamVjdHNZJGFyY2hpdmVyVCR0b3ASAAGGoKgHCBMUFRYaIVUkbnVsbNMJCgsMDxJXTlMua2V5c1pOUy5vYmplY3RzViRjbGFzc6INDoACgAOiEBGABIAFgAdccmVsYXRpdmVQYXRoWWFsaWFzRGF0YV8QPy4uLy4uLy4uLy4uLy4uL3NlNHNjL1NjaUNvbXBBbmRTb2Z0RW5nUGFwZXJzL1Bhcm5hc0V0QWwxOTg0LnBkZtIXCxgZV05TLmRhdGFPEQHcAAAAAAHcAAIAAAxNYWNpbnRvc2ggSEQAAAAAAAAAAAAAAAAAAADOl3ODSCsAAAkx/Q0SUGFybmFzRXRBbDE5ODQucGRmAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACTH9RNNvBNMAAAAAAAAAAAAFAAMAAAkgAAAAAAAAAAAAAAAAAAAAF1NjaUNvbXBBbmRTb2Z0RW5nUGFwZXJzAAAQAAgAAM6Xq8MAAAARAAgAANNvPRMAAAABABQJMf0NCTHuxwASFacACPdmAAJkjgACAFVNYWNpbnRvc2ggSEQ6VXNlcnM6AHNtaXRoczoAUmVwb3M6AHNlNHNjOgBTY2lDb21wQW5kU29mdEVuZ1BhcGVyczoAUGFybmFzRXRBbDE5ODQucGRmAAAOACYAEgBQAGEAcgBuAGEAcwBFAHQAQQBsADEAOQA4ADQALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAENVc2Vycy9zbWl0aHMvUmVwb3Mvc2U0c2MvU2NpQ29tcEFuZFNvZnRFbmdQYXBlcnMvUGFybmFzRXRBbDE5ODQucGRmAAATAAEvAAAVAAIADf//AACABtIbHB0eWiRjbGFzc25hbWVYJGNsYXNzZXNdTlNNdXRhYmxlRGF0YaMdHyBWTlNEYXRhWE5TT2JqZWN00hscIiNcTlNEaWN0aW9uYXJ5oiIgXxAPTlNLZXllZEFyY2hpdmVy0SYnVHJvb3SAAQAIABEAGgAjAC0AMgA3AEAARgBNAFUAYABnAGoAbABuAHEAcwB1AHcAhACOANAA1QDdAr0CvwLEAs8C2ALmAuoC8QL6Av8DDAMPAyEDJAMpAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAys=}}\n\n@book{RobertsonAndRobertson2012,\n\tAuthor = {James Robertson and Suzanne Robertson},\n\tDate-Added = {2016-09-22 13:54:40 +0000},\n\tDate-Modified = {2016-09-22 14:01:42 +0000},\n\tEdition = {16},\n\tPublisher = {Atlantic Systems Guild Limited},\n\tTitle = {Volere Requirements Specification Template},\n\tYear = {2012}}\n\n@article{ParnasAndClements1986,\n\tAuthor = {David L. Parnas and P.C. Clements},\n\tDate-Added = {2016-09-10 13:11:57 +0000},\n\tDate-Modified = {2016-09-10 13:11:57 +0000},\n\tJournal = {IEEE Transactions on Software Engineering},\n\tNumber = {2},\n\tPages = {251--257},\n\tTitle = {A Rational Design Process: How and Why to Fake it},\n\tVolume = {12},\n\tYear = {February 1986},\n\tBdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGJCVYJHZlcnNpb25YJG9iamVjdHNZJGFyY2hpdmVyVCR0b3ASAAGGoKgHCBMUFRYaIVUkbnVsbNMJCgsMDxJXTlMua2V5c1pOUy5vYmplY3RzViRjbGFzc6INDoACgAOiEBGABIAFgAdccmVsYXRpdmVQYXRoWWFsaWFzRGF0YV8QRi4uLy4uLy4uLy4uLy4uL3NlNHNjL1NjaUNvbXBBbmRTb2Z0RW5nUGFwZXJzL1Bhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGbSFwsYGVdOUy5kYXRhTxEB9gAAAAAB9gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAAzpdzg0grAAAJMf0NGVBhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAkx/UPTbwTTAAAAAAAAAAAABQADAAAJIAAAAAAAAAAAAAAAAAAAABdTY2lDb21wQW5kU29mdEVuZ1BhcGVycwAAEAAIAADOl6vDAAAAEQAIAADTbz0TAAAAAQAUCTH9DQkx7scAEhWnAAj3ZgACZI4AAgBcTWFjaW50b3NoIEhEOlVzZXJzOgBzbWl0aHM6AFJlcG9zOgBzZTRzYzoAU2NpQ29tcEFuZFNvZnRFbmdQYXBlcnM6AFBhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGYADgA0ABkAUABhAHIAbgBhAHMAQQBuAGQAQwBsAGUAbQBlAG4AdABzADEAOQA4ADYALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAEpVc2Vycy9zbWl0aHMvUmVwb3Mvc2U0c2MvU2NpQ29tcEFuZFNvZnRFbmdQYXBlcnMvUGFybmFzQW5kQ2xlbWVudHMxOTg2LnBkZgATAAEvAAAVAAIADf//AACABtIbHB0eWiRjbGFzc25hbWVYJGNsYXNzZXNdTlNNdXRhYmxlRGF0YaMdHyBWTlNEYXRhWE5TT2JqZWN00hscIiNcTlNEaWN0aW9uYXJ5oiIgXxAPTlNLZXllZEFyY2hpdmVy0SYnVHJvb3SAAQAIABEAGgAjAC0AMgA3AEAARgBNAFUAYABnAGoAbABuAHEAcwB1AHcAhACOANcA3ADkAt4C4ALlAvAC+QMHAwsDEgMbAyADLQMwA0IDRQNKAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAA0w=}}\n"
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    "path": "Doc/Design/MG/MG.tex",
    "content": "\\documentclass[12pt, titlepage]{article}\n\n\\usepackage{fullpage}\n\\usepackage[round]{natbib}\n\\usepackage{multirow}\n\\usepackage{booktabs}\n\\usepackage{tabularx}\n\\usepackage{graphicx}\n\\usepackage{float}\n\\usepackage{hyperref}\n\\usepackage[dvipsnames]{xcolor}\n\n\\hypersetup{\n    colorlinks,\n    citecolor=black,\n    filecolor=black,\n    linkcolor=red,\n    urlcolor=blue\n}\n\\usepackage[round]{natbib}\n\n\\newcounter{acnum}\n\\newcommand{\\actheacnum}{AC\\theacnum}\n\\newcommand{\\acref}[1]{AC\\ref{#1}}\n\n\\newcounter{ucnum}\n\\newcommand{\\uctheucnum}{UC\\theucnum}\n\\newcommand{\\uref}[1]{UC\\ref{#1}}\n\n\\newcounter{mnum}\n\\newcommand{\\mthemnum}{M\\themnum}\n\\newcommand{\\mref}[1]{M\\ref{#1}}\n\n\\title{SE 3XA3: Software Requirements Specification\\\\Legend of Python}\n\n\\author{Group \\# 1, Lava Boys Inc.\n    \\\\ Bilal Jaffry, affryb\n    \\\\ Giacomo Loparco, loparcog\n    \\\\ Lucas Zacharewicz, zacharel\n}\n\n\\date{\\today}\n\n\n\\begin{document}\n\n\\maketitle\n\n\\pagenumbering{roman}\n\\tableofcontents\n\\listoftables\n\\listoffigures\n\\begin{table}[hbp]\n\\caption{\\bf Revision History}\n\\begin{tabularx}{\\textwidth}{p{3cm}p{2cm}X}\n\\toprule {\\bf Date} & {\\bf Version} & {\\bf Notes}\\\\\n\\midrule\nNovember 7th & 1.0 & Started the Document\\\\\nNovember 9th & 1.1 & Finished the Document\\\\\nDecember 3rd & 1.2 & Rev 1 Update\\\\\n\\bottomrule\n\\end{tabularx}\n\\end{table}\n\n\n\\newpage\n\n\\pagenumbering{arabic}\n\n\\section{Introduction}\n\\subsection{Overview}\nThe Legend of Python projects purpose is to create a re-implementation of a open-source project for the original The Legend of Zelda, released in 1986 for the Nintendo Entertainment System video-game console. This project will allow a user to control the player character, while exploring several designed levels.\n\\subsection{Context}\nThis Module Guide's purpose is to provide a modular decomposition of the Legend of Python project. This document also provides a look into the modular structure of the project and how each of these modules collectively meet the functional and non-functional requirements for system, outlined in the Software Requirements Specification. This document is supplemented by the presence of the Module Interface Specification, providing information for all the program syntax and the semantics regarding each module and its respective methods. \n\\subsection{Design Principles}\nThe design principles utilized in the development of this project and displayed in this Module Guide are the properties of Encapsulation, Information Hiding and that of the Uses Relation Hierarchy.\nThe Uses Relation Hierarchy should have no cycles, ensuring efficient and independent software design. Module's that both rely on each other should not be present, and the system should follow the low coupling and high cohesion principle. This principle would ensure the system and its module components are related strongly. Information Hiding for the project hides the process in how each module works in the system when acted upon by the user. Finally, the principle of Encapsulation is to be followed allowing for changes in the implementation of a module but not the interface the module is used in.\n\\subsection{Document Structure}\nThe following Module Guide is as follows:\n\\begin{description}\n\\item[$\\bullet$ 2]Anticipated and Unlikely Changes affecting the system. \n\\item[$\\bullet$ 3] Module Hierarchy, detailing all the modules and the hierarchy, categorizing each module in their respective categories of Hardware/Behaviour/Software hiding.\n\\item[$\\bullet$ 4] Connection Between Requirements and Design, detailing how each module satisfies the requirements of the software.\n\\item[$\\bullet$ 5] Module Decomposition, providing the module, which component of Hardware/Behaviour/Software hiding it is a member of, and what function each module accomplishes in the entire system.\n\\item[$\\bullet$ 6] Traceability Matrix, providing the association of the requirements of the software system to the modules implemented, as well as the matrix representing the trace back for modules affected by the the anticipated changes.\n\\item[$\\bullet$ 7] Uses Hierarchy, providing the uses relations between each  of the modules.\n\\end{description}\n\n\n\n\n\n\\section{Anticipated and Unlikely Changes} \\label{SecChange}\n\n\\subsection{Anticipated Changes} \\label{SecAchange}\nThis section will display the likely changes the software system will encounter during its use and distribution.\n\n\\begin{description}\n    \\item[\\refstepcounter{acnum} \\actheacnum \\label{AC1}:] The data structure implementation of the various levels of the system.\n    \\item[\\refstepcounter{acnum} \\actheacnum \\label{AC2}:] Structure of display elements in User Interface through the Heads Up Display.\n    \\item[\\refstepcounter{acnum} \\actheacnum \\label{AC3}:] Basic NPC enemy placement in individual rooms.\n    \\item[\\refstepcounter{acnum} \\actheacnum \\label{AC4}:] Level transitions collision trigger for user movement.\n    \\item[\\refstepcounter{acnum} \\actheacnum \\label{AC5}:] Font rendering class will change its inheritance from Pygame Sprite object to Font object.\n\\end{description}\n\n\\subsection{Unlikely Changes} \\label{SecUchange}\n\n\\begin{description}\n\\item[\\refstepcounter{ucnum} \\uctheucnum \\label{UC1}:] Input/Output devices to control the user player. The system will only respond to keyboard input and output using the available display devices.\n\\item[\\refstepcounter{ucnum} \\uctheucnum \\label{UC2}:] The height/width for the output window and Heads Up Display.\n\\item[\\refstepcounter{ucnum} \\uctheucnum \\label{UC3}:] The NPC enemy movement and attack logic .\n\\item[\\refstepcounter{ucnum} \\uctheucnum \\label{UC4}:] Spritesheets for the player, enemy, items, and dungeon. \n\\end{description}\n\n\\section{Module Hierarchy} \\label{SecMH}\n\nThis section provides an overview of the module design. Modules are summarized\nin a hierarchy decomposed by secrets in Table \\ref{TblMH}. The modules listed\nbelow, which are leaves in the hierarchy tree, are the modules that will\nactually be implemented.\n\n\\begin{description}\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Aquamentus\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Boomerang\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Boss\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Constants data\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Enemy\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Fireball\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Health Bar\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Item\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Keese\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Player\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Render Font\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Rupee\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Sprite Sheet\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Stalfos\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Sword\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Door\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Level\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Level Data\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Level Manager\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Wall\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Colour Data\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Window Data\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Main Run File\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Block\n\\item [\\refstepcounter{mnum} \\mthemnum \\label{mHH}:] Key\n\\end{description}\n\n\n\\begin{table}[h!]\n\\centering\n\\begin{tabular}{p{0.3\\textwidth} p{0.6\\textwidth}}\n\\toprule\n\\textbf{Level 1} & \\textbf{Level 2}\\\\\n\\midrule\n\n\\multirow{7}{0.3\\textwidth}{Behaviour-Hiding Module}\n& Aquamentus \\\\\n& Boomerang \\\\\n& Fireball \\\\\n& Health Bar \\\\\n& Item \\\\\n& Keese \\\\\n& Player \\\\\n& Rupee \\\\\n& Stalfos \\\\\n& Sword \\\\\n& Door \\\\\n& Level \\\\\n& Level Manager \\\\\n& Wall \\\\\n& Block \\\\\n\\midrule\n\n\\multirow{3}{0.3\\textwidth}{Software Decision Module}\n& Boss \\\\\n& Colour Data \\\\\n& Constants data \\\\\n& Enemy \\\\\n& Level Data \\\\\n& Main Run File \\\\\n& Render Font \\\\\n& Sprite Sheet \\\\\n& Window Data \\\\\n\\bottomrule\n\n\\end{tabular}\n\\caption{Module Hierarchy}\n\\label{TblMH}\n\\end{table}\n\n\\section{Connection Between Requirements and Design} \\label{SecConnection}\nThe design of the system was designed to satisfy all the requirements specified in the SRS (Software Requirements Specification). The python module Main Run File is the class that consolidates all the components of the game system is the file ran when using the custom makefile for the system.  The Player module of the system controls the player character movement, satisfying with the Look and Feel/Usability requirements of the system, ensuring that the movement and attack animations are accurate to the original release. The controllable player character responds accurately and consistently to users keyboard inputs.The input parameters of the system are also satisfied, with the [W,A,S,D] keyboard keys initialized for movement of the player character. The system does not interfere with any other processes running on the given system, as well as ensuring the system interacts with the respective Operating System properly.\n\nThe Sprite Sheet module and the  accurately renders sprites to screen without unforeseen rendering issues, satisfying the Performance Requirements of the system, ensuring the various sprites are render precisely and consistently at a 60 Hz refresh rat. The eventual collective file size further supports the Performance Requirements of the software project ensuring the collective file size of the system is under the 500MB limit. In order to effectively design the software system to ensure the Maintainability and Support Requirements were met, the file paths for the various file used in the system, such as sprites in the Sprite Sheet module and the fonts in the Render Font module, the system was designed to run with local directory based on the Python OS library. This library guaranteed the software can be compiled on  various Operating Systems (Windows/Linux) without any possible issues. \n\nThe resultant software is kept simple and concise for users to interact with, allowing for users to access and modify this open source software with ease. The design of the software reliably follows all aspects of the original, both culturally and legally, ensuring no Cultural and Legal requirements are violated. The design of the system does not compromise the users data during or after run-time of the software ensuring the Health and Safety Requirements of the system are met consistently.\n\\section{Module Decomposition} \\label{SecMD}\n\nModules are decomposed according to the principle of ``information hiding''\nproposed by \\citet{ParnasEtAl1984}. The \\emph{Secrets} field in a module\ndecomposition is a brief statement of the design decision hidden by the\nmodule. The \\emph{Services} field specifies \\emph{what} the module will do\nwithout documenting \\emph{how} to do it. For each module, a suggestion for the\nimplementing software is given under the \\emph{Implemented By} title. If the\nentry is \\emph{OS}, this means that the module is provided by the operating\nsystem or by standard programming language libraries.  Also indicate if the\nmodule will be implemented specifically for the software.\n\n\\subsection{Behaviour-Hiding Module}\n\n\\begin{description}\n\\item[Secrets:] Behaviours\n\\item[Services:] Describes the visible behaviour of the game. Acts as the interpreter between the Hardware Hiding Module and the Software Decision Module.\n\\item[Implemented By:] N/A\n\\end{description}\n\n\\subsubsection{Aquamentus Module}\n\n\\begin{description}\n\\item[Secrets:] \\textcolor{blue}{How Aquamentus moves and attacks.}\n\\item[Services:] Controls the boss enemy Aquamentus in the game.\n\\item[Implemented By:] Aquamentus\n\\end{description}\n\n\\subsubsection{Block}\n\n\\begin{description}\n\t\\item[Secrets:] \\textcolor{blue}{Block creation and collision detection}\n\t\\item[Services:] \\textcolor{blue}{Provides collectible blocks within dungeon levels, accepting any argument of sprite}\n\t\\item[Implemented By:] \\textcolor{blue}{Block}\n\\end{description}\n\n\\subsubsection{Boomerang}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Boomerang movement and hitbox.}\n  \\item[Services:] Controls the movement of the in game item boomerang.\n  \\item[Implemented By:] Boomerang\n  \\end{description}\n\n\\subsubsection{Fireball}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Fireball movement and hitbox.}\n  \\item[Services:] Controls the fireball projectiles in the game. \n  \\item[Implemented By:] Fireball\n\\end{description}\n\n\\subsubsection{Health Bar}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Health bar rendering.}\n  \\item[Services:] Provides the in game health bar for the player.\n  \\item[Implemented By:] Health Bar\n\\end{description}\n\n\\subsubsection{Item}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Item creation, rendering, and behaviour.}\n  \\item[Services:] Provides the in game collectible items.\n  \\item[Implemented By:] Item\n\\end{description}\n\n\\subsubsection{Keese}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Keese movement and animation.}\n  \\item[Services:] Controls the Keese enemies behaviour in the game.\n  \\item[Implemented By:] Keese\n\\end{description}\n\n\\subsubsection{Player}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Player's actions and animations.}\n  \\item[Services:] Provides the player movement and actions for controlling the character in game.\n  \\item[Implemented By:] Player\n\\end{description}\n\n\\subsubsection{Rupee}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Rupee rendering and behaviour.}\n  \\item[Services:] Provides the rupee item in the game\n  \\item[Implemented By:] Rupee\n\\end{description}\n\n\\subsubsection{Stalfos}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Stalfos movement and animation.}\n  \\item[Services:] Controls the Stalfos enemies in the game. \n  \\item[Implemented By:] Stalfos\n\\end{description}\n\n\\subsubsection{Sword}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Sword collision and actions.}\n  \\item[Services:] Provides the sword attack for the player.\n  \\item[Implemented By:] Sword\n\\end{description}\n\n\\subsubsection{Door}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Door behaviour and rendering.}\n  \\item[Services:] Allows for the use of doors to traverse the map.\n  \\item[Implemented By:] Door\n\\end{description}\n\n\\subsubsection{Level}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Level creation and rendering.}\n  \\item[Services:] Allows for rooms on the map to be created.\n  \\item[Implemented By:] Level\n\\end{description}\n\n\\subsubsection{Level Manager}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Map creation and transition behaviour.}\n  \\item[Services:] Allows for rooms to be linked together to make full maps. \n  \\item[Implemented By:] Level Manager\n\\end{description}\n\n\\subsubsection{Wall}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Wall creation and collision detection.}\n  \\item[Services:] Provides collidable walls in the game.\n  \\item[Implemented By:] Wall\n\\end{description}\n\n\\subsection{Software Decision Module}\n\n\\begin{description}\n\\item[Secrets:] \\textcolor{blue}{Data structures.}\n\\item[Services:] The base data structures that model the game's back end. \n\\item[Implemented By:] Pygame\n\\end{description}\n\n\\subsubsection{Boss}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Boss framework and initialization.}\n  \\item[Services:] Provides a bare bones boss game loop to build upon\n  \\item[Implemented By:] Boss\n\\end{description}\n\n\\subsubsection{Colour Data}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Colour constants.}\n  \\item[Services:] Provides colour constants for the game.\n  \\item[Implemented By:] Colour Data\n\\end{description}\n\n\\subsubsection{Constants Data}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Constants Data.}\n  \\item[Services:] Provides the constants for the majority of game variables.\n  \\item[Implemented By:] Constants Data\n\\end{description}\n\n\\subsubsection{Enemy}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Enemy initialization and framework.}\n  \\item[Services:] Provides a bare bones implementation of an enemy game loop\n  \\item[Implemented By:] Enemy\n\\end{description}\n\n\\subsubsection{Level Data}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Data for level creation.}\n  \\item[Services:] Provides the level data for all the rooms on the map.\n  \\item[Implemented By:] Level Data\n\\end{description}\n\n\\subsubsection{Main Run File}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Main game loop.}\n  \\item[Services:] Main game loop, \\textcolor{blue}{running other modules and producing sounds for the game.}\n  \\item[Implemented By:] Main Run File\n\\end{description}\n\n\\subsubsection{Render Font}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{How font is rendered.}\n  \\item[Services:] Renders onscreen font.\n  \\item[Implemented By:] Pygame, Render Font\n\\end{description}\n\n\\subsubsection{Sprite Sheet}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Sprite Sheet parsing.}\n  \\item[Services:] Provides spritesheet image grabbing for onscreen graphics\n  \\item[Implemented By:] Pygame, Sprite Sheet\n\\end{description}\n\n\\subsubsection{Window Data}\n\n\\begin{description}\n  \\item[Secrets:] \\textcolor{blue}{Window constants.}\n  \\item[Services:] Provides the constants for the window of the game.\n  \\item[Implemented By:] Window Data \n\\end{description}\n\n\\section{Traceability Matrix} \\label{SecTM}\n\n% the table should use mref, the requirements should be named, use something\n% like fref\n\\begin{table}[H]\n\\centering\n\\begin{tabular}{p{0.2\\textwidth} p{0.6\\textwidth}}\n\\toprule\n\\textbf{F Req.} & \\textbf{Modules}\\\\\n\\midrule\nFR1 & M23\\\\\nFR2 & M23\\\\\nFR3 & M23\\\\\nFR4 & \\textcolor{blue}{M23}\\\\\nFR5 & \\textcolor{blue}{M18, M19}\\\\\nFR6 & \\textcolor{blue}{M18, M19}\\\\\nFR7 & \\textcolor{blue}{M20, M24}\\\\\nFR8 & \\textcolor{blue}{M8, M10}\\\\\nFR9 & \\textcolor{blue}{M8}\\\\\nFR10 & \\textcolor{blue}{M2, M10}\\\\\nFR11 & \\textcolor{blue}{M12, M25}\\\\\nFR12 & \\textcolor{blue}{M4, M10}\\\\\nFR13 & \\textcolor{blue}{M10, M23}\\\\\nFR14 & \\textcolor{blue}{M1, M9, M14}\\\\\nFR15 & \\textcolor{blue}{M1, M3, M5, M9, M14}\\\\\nFR16 & \\textcolor{blue}{M4, M9, M14}\\\\\nFR17 & \\textcolor{blue}{M1, M3, M5, M9, M10, M14}\\\\\nFR18 & \\textcolor{blue}{M3, M5, M10}\\\\\nFR19 & \\textcolor{blue}{M10, M23}\\\\\nFR20 & \\textcolor{blue}{M8, M9, M14, M19}\\\\\nFR21 & \\textcolor{blue}{M8}\\\\\nFR22 & \\textcolor{blue}{M8, M10}\\\\\nFR23 & \\textcolor{blue}{M8, M10}\\\\\nFR24 & \\textcolor{blue}{M10, M16}\\\\\nFR25 & \\textcolor{blue}{M23}\\\\\nFR26 & \\textcolor{blue}{M8, M10, M23}\\\\\nFR27 & \\textcolor{blue}{M8, M10, M18, M19}\\\\\n\\bottomrule\n\\end{tabular}\n\\caption{Trace Between Functional Requirements and Modules}\n\\label{TblRT}\n\\end{table}\n\n\\begin{table}[H]\n\\centering\n\\begin{tabular}{p{0.2\\textwidth} p{0.6\\textwidth}}\n\\toprule\n\\textbf{N-F Req.} & \\textbf{Modules}\\\\\n\\midrule\nNFR1 & M1, M3, M5, M9, M10, M14, M19, M23\\\\\nNFR2 & M23\\\\\nNFR3 & M22, M23\\\\\nNFR4 & \\textcolor{blue}{M19, M23}\\\\\nNFR5 & M1, M2, M9, M19, M13, M14, M15, M16, M17, M20\\\\\nNFR6 & M10, M23\\\\\nNFR7 & M23\\\\\nNFR8 & N/A\\\\\nNFR9 & M*\\\\\nNFR10 & M10, M23\\\\\nNFR11 & M22, M23\\\\\nNFR12 & N/A\\\\\nNFR13 & N/A\\\\\nNFR14 & N/A\\\\\nNFR15 & N/A\\\\\nNFR16 & N/A\\\\\nNFR17 & N/A\\\\\nNFR18 & N/A\\\\\nNFR19 & M13, M19\\\\\nNFR20 & N/A\\\\\nNFR21 & N/A\\\\\nNFR22 & N/A\\\\\nNFR23 & N/A\\\\\nNFR24 & N/A\\\\\n\\bottomrule\n\\end{tabular}\n\\caption{Trace Between Non-Functional Requirements and Modules}\n\\label{TblRT}\n\\end{table}\n\n\\begin{table}[H]\n\\centering\n\\begin{tabular}{p{0.2\\textwidth} p{0.6\\textwidth}}\n\\toprule\n\\textbf{AC} & \\textbf{Modules}\\\\\n\\midrule\nAC1 & M18, M19 \\\\\nAC2 & M7, M11, M12 \\\\\nAC3 & M2, M3, M5 \\\\\nAC4 & M1, M3, M18 \\\\\nAC5 & M18 \\\\\nAC6 & M10, M16, M19 \\\\\nAC7 & M11 \\\\\n\\bottomrule\n\\end{tabular}\n\\caption{Trace Between Anticipated Changes and Modules}\n\\label{TblACT}\n\\end{table}\n\n\\section{Use Hierarchy Between Modules} \\label{SecUse}\n\n\\begin{figure}[H]\n\\centering\n\\includegraphics[width=1\\textwidth]{MGOG.png}\n\\caption{Use hierarchy among modules}\n\\label{FigUH}\n\\end{figure}\n\n%\\section*{References}\n\n\\bibliographystyle {plainnat}\n\\bibliography {MG}\n\n\\end{document}"
  },
  {
    "path": "Doc/Design/MG/README.md",
    "content": "# Module Guide\n\nThe folders and files for the module guide.\n"
  },
  {
    "path": "Doc/Design/MIS/README.md",
    "content": "# Module Interface Specification #\n\nThe current MIS for Group 1 is in the file above, MIS.pdf, generated by Doxygen. \n"
  },
  {
    "path": "Doc/Design/MIS/html/annotated.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">Class List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n<div class=\"textblock\">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class=\"directory\">\n<div class=\"levels\">[detail level <span onclick=\"javascript:toggleLevel(1);\">1</span><span onclick=\"javascript:toggleLevel(2);\">2</span><span onclick=\"javascript:toggleLevel(3);\">3</span>]</div><table class=\"directory\">\n<tr id=\"row_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:0px;display:inline-block;\">&#160;</span><span id=\"arr_0_\" class=\"arrow\" onclick=\"toggleFolder('0_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>actor</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_0_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_0_\" class=\"arrow\" onclick=\"toggleFolder('0_0_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>aquamentus</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_0_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" target=\"_self\">Aquamentus</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> Boss </td></tr>\n<tr id=\"row_0_1_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_1_\" class=\"arrow\" onclick=\"toggleFolder('0_1_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>boomerang</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_1_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" target=\"_self\">Boomerang</a></td><td class=\"desc\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> Weapon Class  The class holding the creation, behaviour, and collision effects of the player's boomerang weapon </td></tr>\n<tr id=\"row_0_2_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_2_\" class=\"arrow\" onclick=\"toggleFolder('0_2_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>boss</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_2_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" target=\"_self\">Boss</a></td><td class=\"desc\">Superclass for representing a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </td></tr>\n<tr id=\"row_0_3_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_3_\" class=\"arrow\" onclick=\"toggleFolder('0_3_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>enemy</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_3_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" target=\"_self\">Enemy</a></td><td class=\"desc\">Superclass for representing an <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </td></tr>\n<tr id=\"row_0_4_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_4_\" class=\"arrow\" onclick=\"toggleFolder('0_4_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>fireball</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_4_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" target=\"_self\">Fireball</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> object </td></tr>\n<tr id=\"row_0_5_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_5_\" class=\"arrow\" onclick=\"toggleFolder('0_5_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>healthbar</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_5_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" target=\"_self\">Health_Bar</a></td><td class=\"desc\">This class represents the HealthBar for the user controlled player character </td></tr>\n<tr id=\"row_0_6_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_6_\" class=\"arrow\" onclick=\"toggleFolder('0_6_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>item</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_6_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" target=\"_self\">Item</a></td><td class=\"desc\">Consumable <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn </td></tr>\n<tr id=\"row_0_7_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_7_\" class=\"arrow\" onclick=\"toggleFolder('0_7_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>keese</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_7_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" target=\"_self\">Keese</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> enemy </td></tr>\n<tr id=\"row_0_8_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_8_\" class=\"arrow\" onclick=\"toggleFolder('0_8_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>player</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_8_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" target=\"_self\">Player</a></td><td class=\"desc\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> Class  A pygame sprite subclass for defining the creation of the game's playable character, as well as its interactions with both the user and other entities within the game </td></tr>\n<tr id=\"row_0_9_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_9_\" class=\"arrow\" onclick=\"toggleFolder('0_9_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>rupee</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_9_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\" target=\"_self\">Rupee_Bar</a></td><td class=\"desc\">This class represents the RupeeBar object </td></tr>\n<tr id=\"row_0_10_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_10_\" class=\"arrow\" onclick=\"toggleFolder('0_10_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>spritesheet</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_10_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" target=\"_self\">SpriteSheet</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> object, allowing sprites to be loaded and processed </td></tr>\n<tr id=\"row_0_11_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_11_\" class=\"arrow\" onclick=\"toggleFolder('0_11_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>stalfos</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_11_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" target=\"_self\">Stalfos</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> enemy </td></tr>\n<tr id=\"row_0_12_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_0_12_\" class=\"arrow\" onclick=\"toggleFolder('0_12_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>sword</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_0_12_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" target=\"_self\">Sword</a></td><td class=\"desc\">Player <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a> Class  Class for the creation and deletion of the sword sprite object, made when the player attacks </td></tr>\n<tr id=\"row_1_\"><td class=\"entry\"><span style=\"width:0px;display:inline-block;\">&#160;</span><span id=\"arr_1_\" class=\"arrow\" onclick=\"toggleFolder('1_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>collision</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_1_0_\" class=\"arrow\" onclick=\"toggleFolder('1_0_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>door</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_0_0_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" target=\"_self\">Door</a></td><td class=\"desc\">Dungeon <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon </td></tr>\n<tr id=\"row_1_1_\" class=\"even\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_1_1_\" class=\"arrow\" onclick=\"toggleFolder('1_1_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>level</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_1_0_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\" target=\"_self\">Level</a></td><td class=\"desc\">Dungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg </td></tr>\n<tr id=\"row_1_2_\" class=\"even\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_1_2_\" class=\"arrow\" onclick=\"toggleFolder('1_2_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>levelmanager</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_2_0_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\" target=\"_self\">LevelManager</a></td><td class=\"desc\">Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-written data and loading it when the game starts and when a transition occurs </td></tr>\n<tr id=\"row_1_3_\" class=\"even\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_1_3_\" class=\"arrow\" onclick=\"toggleFolder('1_3_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">N</span></span><b>wall</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_3_0_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" target=\"_self\">Wall</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class for collision for objects in the environment </td></tr>\n</table>\n</div><!-- directory -->\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/aquamentus.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a> &#124;\n<a href=\"#func-members\">Functions</a> &#124;\n<a href=\"#var-members\">Variables</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">aquamentus.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Aquamentus Boss  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This class represents the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> Boss.  <a href=\"classactor_1_1aquamentus_1_1_aquamentus.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"func-members\"></a>\nFunctions</h2></td></tr>\n<tr class=\"memitem:a2a10f7e1433417e1e65fbcee77760974\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"aquamentus_8py.html#a2a10f7e1433417e1e65fbcee77760974\">actor.aquamentus.populateSprites</a> ()</td></tr>\n<tr class=\"memdesc:a2a10f7e1433417e1e65fbcee77760974\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates the sprite list for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>.  <a href=\"aquamentus_8py.html#a2a10f7e1433417e1e65fbcee77760974\">More...</a><br /></td></tr>\n<tr class=\"separator:a2a10f7e1433417e1e65fbcee77760974\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"var-members\"></a>\nVariables</h2></td></tr>\n<tr class=\"memitem:a478ff4f7934f64bf8969b57158cc897a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a478ff4f7934f64bf8969b57158cc897a\"></a>\nstring&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>actor.aquamentus.SPRITE_MAP</b> = 'src/actor/sprites/aquamentus.png'</td></tr>\n<tr class=\"separator:a478ff4f7934f64bf8969b57158cc897a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Aquamentus Boss </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 8 2018 </dd></dl>\n</div><h2 class=\"groupheader\">Function Documentation</h2>\n<a id=\"file_a2a10f7e1433417e1e65fbcee77760974\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#file_a2a10f7e1433417e1e65fbcee77760974\">&#9670;&nbsp;</a></span>populateSprites()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.populateSprites </td>\n          <td>(</td>\n          <td class=\"paramname\"></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates the sprite list for Aquamentus. </p>\n<p>Iterates through a sprite sheet to pull images for the sprite array </p><dl class=\"section return\"><dt>Returns</dt><dd>sprites Array if the sprites that represent the Aquamentus </dd></dl>\n\n</div>\n</div>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/boomerang.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a> &#124;\n<a href=\"#func-members\">Functions</a> &#124;\n<a href=\"#var-members\">Variables</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">boomerang.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Boomerang Weapon  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects 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title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a>.  <a href=\"boomerang_8py.html#a8d197eab0bf6f54621960f429f24f0b5\">More...</a><br /></td></tr>\n<tr class=\"separator:a8d197eab0bf6f54621960f429f24f0b5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a34a1a69f80c09f481480afccdc2f460a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"boomerang_8py.html#a34a1a69f80c09f481480afccdc2f460a\">actor.boomerang.stuncoeffient</a> (x)</td></tr>\n<tr class=\"memdesc:a34a1a69f80c09f481480afccdc2f460a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Finds the coeffient for the stun value  Uses a quadradic equation with the frame counter to find the coefficent.  <a href=\"boomerang_8py.html#a34a1a69f80c09f481480afccdc2f460a\">More...</a><br /></td></tr>\n<tr class=\"separator:a34a1a69f80c09f481480afccdc2f460a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"var-members\"></a>\nVariables</h2></td></tr>\n<tr class=\"memitem:a6f92a4644bc9f8e6b3bb23b154ddabfc\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6f92a4644bc9f8e6b3bb23b154ddabfc\"></a>\nstring&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>actor.boomerang.SPRITE_MAP</b> = 'src/actor/sprites/boomerang.png'</td></tr>\n<tr class=\"separator:a6f92a4644bc9f8e6b3bb23b154ddabfc\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Boomerang Weapon </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 6 2018 </dd></dl>\n</div><h2 class=\"groupheader\">Function Documentation</h2>\n<a id=\"file_a8d197eab0bf6f54621960f429f24f0b5\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#file_a8d197eab0bf6f54621960f429f24f0b5\">&#9670;&nbsp;</a></span>populateSprites()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boomerang.populateSprites </td>\n          <td>(</td>\n          <td class=\"paramname\"></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates the sprite list for Boomerang. </p>\n<p>Iterates through a sprite sheet to pull images for the sprite array </p><dl class=\"section return\"><dt>Returns</dt><dd>sprites Array if the sprites that represent the Boomerang </dd></dl>\n\n</div>\n</div>\n<a id=\"file_a34a1a69f80c09f481480afccdc2f460a\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#file_a34a1a69f80c09f481480afccdc2f460a\">&#9670;&nbsp;</a></span>stuncoeffient()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boomerang.stuncoeffient </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Finds the coeffient for the stun value  Uses a quadradic equation with the frame counter to find the coefficent. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>The current frame of the boomerang </td></tr>\n  </table>\n  </dd>\n</dl>\n<dl class=\"section return\"><dt>Returns</dt><dd>c The coefficent for the boomerang stun </dd></dl>\n\n</div>\n</div>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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class=\"title\">actor.aquamentus.Aquamentus Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a410081eed92439a0429ea0fb75eb2328\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a8cd94900aed592550a65f7761a6331bb\">attack</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td 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href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a07199a4ba31b82aabf858080155c0ba9\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a3789eb3b652e8956c8215c444416de8c\">fireballs</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aca7d6c634a4af8380231efe3c2636080\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">hit</a>(self, dir)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#ade0294266872c152be5a7ae1c1b14fc6\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a53a55e5f5a79a7cf81bf9833527e0e78\">HP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a88b3aa7689b1d755e49e5dfbf7f30e86\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td 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class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a725395188c0754812edd9c26595f5c25\">sprites</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">actor.aquamentus.Aquamentus</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">stuncount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a63dc79ec42118be2c34462ea5fdcbade\">swapDirection</a>(self)</td><td class=\"entry\"><a class=\"el\" 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contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>aquamentus</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\">Aquamentus</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1aquamentus_1_1_aquamentus-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.aquamentus.Aquamentus Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> Boss.  \n <a href=\"classactor_1_1aquamentus_1_1_aquamentus.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.aquamentus.Aquamentus:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1aquamentus_1_1_aquamentus.png\" usemap=\"#actor.aquamentus.Aquamentus_map\" alt=\"\"/>\n  <map id=\"actor.aquamentus.Aquamentus_map\" name=\"actor.aquamentus.Aquamentus_map\">\n<area href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \" alt=\"actor.boss.Boss\" shape=\"rect\" coords=\"0,56,183,80\"/>\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a410081eed92439a0429ea0fb75eb2328\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a410081eed92439a0429ea0fb75eb2328\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a410081eed92439a0429ea0fb75eb2328\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>.  <a href=\"#a410081eed92439a0429ea0fb75eb2328\">More...</a><br /></td></tr>\n<tr class=\"separator:a410081eed92439a0429ea0fb75eb2328\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9a995cf75da6e464cf0292c7514536e5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a9a995cf75da6e464cf0292c7514536e5\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:a9a995cf75da6e464cf0292c7514536e5\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Evaluates the state of the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>.  <a href=\"#a9a995cf75da6e464cf0292c7514536e5\">More...</a><br /></td></tr>\n<tr class=\"separator:a9a995cf75da6e464cf0292c7514536e5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a63dc79ec42118be2c34462ea5fdcbade\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a63dc79ec42118be2c34462ea5fdcbade\">swapDirection</a> (self)</td></tr>\n<tr class=\"memdesc:a63dc79ec42118be2c34462ea5fdcbade\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Swaps <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' direction.  <a href=\"#a63dc79ec42118be2c34462ea5fdcbade\">More...</a><br /></td></tr>\n<tr class=\"separator:a63dc79ec42118be2c34462ea5fdcbade\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8cd94900aed592550a65f7761a6331bb\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a8cd94900aed592550a65f7761a6331bb\">attack</a> (self)</td></tr>\n<tr class=\"memdesc:a8cd94900aed592550a65f7761a6331bb\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Allows for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> to attack.  <a href=\"#a8cd94900aed592550a65f7761a6331bb\">More...</a><br /></td></tr>\n<tr class=\"separator:a8cd94900aed592550a65f7761a6331bb\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5569e3e099e8754db819fe31e893bb6f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a5569e3e099e8754db819fe31e893bb6f\">bossLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a5569e3e099e8754db819fe31e893bb6f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Controls <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> logic.  <a href=\"#a5569e3e099e8754db819fe31e893bb6f\">More...</a><br /></td></tr>\n<tr class=\"separator:a5569e3e099e8754db819fe31e893bb6f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_methods_classactor_1_1boss_1_1_boss\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_methods_classactor_1_1boss_1_1_boss')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Member Functions inherited from <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td></tr>\n<tr class=\"memitem:a8aff9faf12326306058968f2e6424420 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a8aff9faf12326306058968f2e6424420 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">More...</a><br /></td></tr>\n<tr class=\"separator:a8aff9faf12326306058968f2e6424420 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5f510a5ea8387c4ccb1c5c36e54efa5d inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5f510a5ea8387c4ccb1c5c36e54efa5d\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a5f510a5ea8387c4ccb1c5c36e54efa5d\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:a5f510a5ea8387c4ccb1c5c36e54efa5d inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for evaluating <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> state. <br /></td></tr>\n<tr class=\"separator:a5f510a5ea8387c4ccb1c5c36e54efa5d inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa4ec284ad22d7c18bfa7116e4b2863cf inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">move</a> (self)</td></tr>\n<tr class=\"memdesc:aa4ec284ad22d7c18bfa7116e4b2863cf inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">More...</a><br /></td></tr>\n<tr class=\"separator:aa4ec284ad22d7c18bfa7116e4b2863cf inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a005977210760040c8af8f77972e068a0 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a005977210760040c8af8f77972e068a0\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a005977210760040c8af8f77972e068a0\">bossLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a005977210760040c8af8f77972e068a0 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for logic of <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. <br /></td></tr>\n<tr class=\"separator:a005977210760040c8af8f77972e068a0 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0caeabbf20958679e55952559a2b74ee inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a0caeabbf20958679e55952559a2b74ee inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update loop for a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">More...</a><br /></td></tr>\n<tr class=\"separator:a0caeabbf20958679e55952559a2b74ee inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6909e66b1a94f284ff34d2498a807c48 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">hit</a> (self, dir)</td></tr>\n<tr class=\"memdesc:a6909e66b1a94f284ff34d2498a807c48 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Hit dectetion for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">More...</a><br /></td></tr>\n<tr class=\"separator:a6909e66b1a94f284ff34d2498a807c48 inherit pub_methods_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:ad37d613a7b0aff59695801ed84691959\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad37d613a7b0aff59695801ed84691959\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#ad37d613a7b0aff59695801ed84691959\">isAttacking</a></td></tr>\n<tr class=\"memdesc:ad37d613a7b0aff59695801ed84691959\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents wether or not the boss is attacking. <br /></td></tr>\n<tr class=\"separator:ad37d613a7b0aff59695801ed84691959\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:adc3d75725497270071e563121cb687e2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"adc3d75725497270071e563121cb687e2\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#adc3d75725497270071e563121cb687e2\">attackStartFrame</a></td></tr>\n<tr class=\"memdesc:adc3d75725497270071e563121cb687e2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the frame that the boss starts an attack. <br /></td></tr>\n<tr class=\"separator:adc3d75725497270071e563121cb687e2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a3789eb3b652e8956c8215c444416de8c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a3789eb3b652e8956c8215c444416de8c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a3789eb3b652e8956c8215c444416de8c\">fireballs</a></td></tr>\n<tr class=\"memdesc:a3789eb3b652e8956c8215c444416de8c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the boss' fireballs. <br /></td></tr>\n<tr class=\"separator:a3789eb3b652e8956c8215c444416de8c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a72a68cb13edf22766de1bb935d77b477\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a72a68cb13edf22766de1bb935d77b477\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a72a68cb13edf22766de1bb935d77b477\">xSpeed</a></td></tr>\n<tr class=\"memdesc:a72a68cb13edf22766de1bb935d77b477\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' set x speed. <br /></td></tr>\n<tr class=\"separator:a72a68cb13edf22766de1bb935d77b477\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a590144e96f88385400ac90281bb281c8\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a590144e96f88385400ac90281bb281c8\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a590144e96f88385400ac90281bb281c8\">maxHP</a></td></tr>\n<tr class=\"memdesc:a590144e96f88385400ac90281bb281c8\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' max health. <br /></td></tr>\n<tr class=\"separator:a590144e96f88385400ac90281bb281c8\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a53a55e5f5a79a7cf81bf9833527e0e78\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a53a55e5f5a79a7cf81bf9833527e0e78\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a53a55e5f5a79a7cf81bf9833527e0e78\">HP</a></td></tr>\n<tr class=\"memdesc:a53a55e5f5a79a7cf81bf9833527e0e78\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' current health. <br /></td></tr>\n<tr class=\"separator:a53a55e5f5a79a7cf81bf9833527e0e78\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a07199a4ba31b82aabf858080155c0ba9\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a07199a4ba31b82aabf858080155c0ba9\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a07199a4ba31b82aabf858080155c0ba9\">dmg</a></td></tr>\n<tr class=\"memdesc:a07199a4ba31b82aabf858080155c0ba9\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' damage. <br /></td></tr>\n<tr class=\"separator:a07199a4ba31b82aabf858080155c0ba9\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a565189024813dd0a1ad6c4fd1d89ac31\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a565189024813dd0a1ad6c4fd1d89ac31\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a565189024813dd0a1ad6c4fd1d89ac31\">image</a></td></tr>\n<tr class=\"memdesc:a565189024813dd0a1ad6c4fd1d89ac31\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sprite image. <br /></td></tr>\n<tr class=\"separator:a565189024813dd0a1ad6c4fd1d89ac31\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a725395188c0754812edd9c26595f5c25\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a725395188c0754812edd9c26595f5c25\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a725395188c0754812edd9c26595f5c25\">sprites</a></td></tr>\n<tr class=\"memdesc:a725395188c0754812edd9c26595f5c25\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Array of sprites. <br /></td></tr>\n<tr class=\"separator:a725395188c0754812edd9c26595f5c25\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a66f41eed56eff4a71e1bd191fa401afc\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a66f41eed56eff4a71e1bd191fa401afc\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a66f41eed56eff4a71e1bd191fa401afc\">obj</a></td></tr>\n<tr class=\"memdesc:a66f41eed56eff4a71e1bd191fa401afc\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Collision list. <br /></td></tr>\n<tr class=\"separator:a66f41eed56eff4a71e1bd191fa401afc\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7b369f65489176836b8f7108419f17a4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a7b369f65489176836b8f7108419f17a4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a7b369f65489176836b8f7108419f17a4\">spriteIndex</a></td></tr>\n<tr class=\"memdesc:a7b369f65489176836b8f7108419f17a4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Index for the array of sprites. <br /></td></tr>\n<tr class=\"separator:a7b369f65489176836b8f7108419f17a4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ade0294266872c152be5a7ae1c1b14fc6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#ade0294266872c152be5a7ae1c1b14fc6\">hitCount</a></td></tr>\n<tr class=\"memdesc:ade0294266872c152be5a7ae1c1b14fc6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer value representing the buffer for the number of hits for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> after being hit by player character.  <a href=\"#ade0294266872c152be5a7ae1c1b14fc6\">More...</a><br /></td></tr>\n<tr class=\"separator:ade0294266872c152be5a7ae1c1b14fc6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6acef447408a84f5af003f3cf74dec7c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a6acef447408a84f5af003f3cf74dec7c\">isHit</a></td></tr>\n<tr class=\"memdesc:a6acef447408a84f5af003f3cf74dec7c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the current state if <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> has collided with player character attack.  <a href=\"#a6acef447408a84f5af003f3cf74dec7c\">More...</a><br /></td></tr>\n<tr class=\"separator:a6acef447408a84f5af003f3cf74dec7c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a462a8a223836cc3b1154ba73cbcd4703\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a462a8a223836cc3b1154ba73cbcd4703\">oldx</a></td></tr>\n<tr class=\"memdesc:a462a8a223836cc3b1154ba73cbcd4703\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the previous x-location of <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> in movement/stationary state.  <a href=\"#a462a8a223836cc3b1154ba73cbcd4703\">More...</a><br /></td></tr>\n<tr class=\"separator:a462a8a223836cc3b1154ba73cbcd4703\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a985f847ed6c6df6d09232a42f8263b8c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a985f847ed6c6df6d09232a42f8263b8c\">oldy</a></td></tr>\n<tr class=\"memdesc:a985f847ed6c6df6d09232a42f8263b8c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the previous y-location of <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> in movement/stationary state.  <a href=\"#a985f847ed6c6df6d09232a42f8263b8c\">More...</a><br /></td></tr>\n<tr class=\"separator:a985f847ed6c6df6d09232a42f8263b8c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_attribs_classactor_1_1boss_1_1_boss\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_attribs_classactor_1_1boss_1_1_boss')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Attributes inherited from <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td></tr>\n<tr class=\"memitem:a33e43928fc50f5c67693e2a224e2a67c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a33e43928fc50f5c67693e2a224e2a67c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a33e43928fc50f5c67693e2a224e2a67c\">image</a></td></tr>\n<tr class=\"memdesc:a33e43928fc50f5c67693e2a224e2a67c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> Pygame surface. <br /></td></tr>\n<tr class=\"separator:a33e43928fc50f5c67693e2a224e2a67c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0d5392b6ba783f8c3ad68221830f26ec inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0d5392b6ba783f8c3ad68221830f26ec\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0d5392b6ba783f8c3ad68221830f26ec\">rect</a></td></tr>\n<tr class=\"memdesc:a0d5392b6ba783f8c3ad68221830f26ec inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectanlge that represents boss. <br /></td></tr>\n<tr class=\"separator:a0d5392b6ba783f8c3ad68221830f26ec inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a88b3aa7689b1d755e49e5dfbf7f30e86 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a88b3aa7689b1d755e49e5dfbf7f30e86\">id</a></td></tr>\n<tr class=\"memdesc:a88b3aa7689b1d755e49e5dfbf7f30e86 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">X postion of the boss.  <a href=\"classactor_1_1boss_1_1_boss.html#a88b3aa7689b1d755e49e5dfbf7f30e86\">More...</a><br /></td></tr>\n<tr class=\"separator:a88b3aa7689b1d755e49e5dfbf7f30e86 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af197ba273deff12d755b58ba7d5dca8d inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af197ba273deff12d755b58ba7d5dca8d\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af197ba273deff12d755b58ba7d5dca8d\">isHit</a></td></tr>\n<tr class=\"memdesc:af197ba273deff12d755b58ba7d5dca8d inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Wether the boss is hit or not. <br /></td></tr>\n<tr class=\"separator:af197ba273deff12d755b58ba7d5dca8d inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a3bfec86c38534dee464d0f415812c90f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a3bfec86c38534dee464d0f415812c90f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">stuncount</a></td></tr>\n<tr class=\"memdesc:a3bfec86c38534dee464d0f415812c90f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The amount of stun frames the boss has remaining. <br /></td></tr>\n<tr class=\"separator:a3bfec86c38534dee464d0f415812c90f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a91aaf2376c5832f358df81e770d8e29f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a91aaf2376c5832f358df81e770d8e29f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a91aaf2376c5832f358df81e770d8e29f\">maxHP</a></td></tr>\n<tr class=\"memdesc:a91aaf2376c5832f358df81e770d8e29f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' max health. <br /></td></tr>\n<tr class=\"separator:a91aaf2376c5832f358df81e770d8e29f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a86450ea10beac44c78eec4b05ddb09d0 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a86450ea10beac44c78eec4b05ddb09d0\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a86450ea10beac44c78eec4b05ddb09d0\">HP</a></td></tr>\n<tr class=\"memdesc:a86450ea10beac44c78eec4b05ddb09d0 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' current health. <br /></td></tr>\n<tr class=\"separator:a86450ea10beac44c78eec4b05ddb09d0 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6a30d961adcdcf26fdcae6fb83801f8c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6a30d961adcdcf26fdcae6fb83801f8c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6a30d961adcdcf26fdcae6fb83801f8c\">dmg</a></td></tr>\n<tr class=\"memdesc:a6a30d961adcdcf26fdcae6fb83801f8c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' damage. <br /></td></tr>\n<tr class=\"separator:a6a30d961adcdcf26fdcae6fb83801f8c inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9884f8252599e809ccca0f09c13e7883 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9884f8252599e809ccca0f09c13e7883\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a9884f8252599e809ccca0f09c13e7883\">hitCount</a></td></tr>\n<tr class=\"memdesc:a9884f8252599e809ccca0f09c13e7883 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' hit count. <br /></td></tr>\n<tr class=\"separator:a9884f8252599e809ccca0f09c13e7883 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa8507ebe3d7bf619d0e630af700a18eb inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa8507ebe3d7bf619d0e630af700a18eb\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa8507ebe3d7bf619d0e630af700a18eb\">xSpeed</a></td></tr>\n<tr class=\"memdesc:aa8507ebe3d7bf619d0e630af700a18eb inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' speed in the x direction. <br /></td></tr>\n<tr class=\"separator:aa8507ebe3d7bf619d0e630af700a18eb inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af3ffc8e8c2a5637f468355a055d4671f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af3ffc8e8c2a5637f468355a055d4671f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af3ffc8e8c2a5637f468355a055d4671f\">ySpeed</a></td></tr>\n<tr class=\"memdesc:af3ffc8e8c2a5637f468355a055d4671f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' speed in the y direction. <br /></td></tr>\n<tr class=\"separator:af3ffc8e8c2a5637f468355a055d4671f inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aca7d6c634a4af8380231efe3c2636080 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aca7d6c634a4af8380231efe3c2636080\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aca7d6c634a4af8380231efe3c2636080\">frameCounter</a></td></tr>\n<tr class=\"memdesc:aca7d6c634a4af8380231efe3c2636080 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames the boss has been alive for. <br /></td></tr>\n<tr class=\"separator:aca7d6c634a4af8380231efe3c2636080 inherit pub_attribs_classactor_1_1boss_1_1_boss\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> Boss. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a410081eed92439a0429ea0fb75eb2328\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a410081eed92439a0429ea0fb75eb2328\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.Aquamentus.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>. </p>\n<p>Constructor takes two parameters, the x and y coordinates </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a8cd94900aed592550a65f7761a6331bb\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a8cd94900aed592550a65f7761a6331bb\">&#9670;&nbsp;</a></span>attack()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.Aquamentus.attack </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Allows for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> to attack. </p>\n<p>Spawns fireballs at Aquamenuts' mouth and sets their move speed </p>\n\n</div>\n</div>\n<a id=\"a5569e3e099e8754db819fe31e893bb6f\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a5569e3e099e8754db819fe31e893bb6f\">&#9670;&nbsp;</a></span>bossLogic()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.Aquamentus.bossLogic </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Controls <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> logic. </p>\n<p>Uses the states to control the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> </p>\n\n</div>\n</div>\n<a id=\"a9a995cf75da6e464cf0292c7514536e5\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9a995cf75da6e464cf0292c7514536e5\">&#9670;&nbsp;</a></span>checkState()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.Aquamentus.checkState </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Evaluates the state of the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>. </p>\n<p>Evalautes if <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> can stop, if it is in iframes, if it collides with something, and if it has died </p>\n\n</div>\n</div>\n<a id=\"a63dc79ec42118be2c34462ea5fdcbade\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a63dc79ec42118be2c34462ea5fdcbade\">&#9670;&nbsp;</a></span>swapDirection()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.aquamentus.Aquamentus.swapDirection </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Swaps <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a>' direction. </p>\n<p>Multiplies the speed in the x direction by -1 </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"ade0294266872c152be5a7ae1c1b14fc6\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ade0294266872c152be5a7ae1c1b14fc6\">&#9670;&nbsp;</a></span>hitCount</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.aquamentus.Aquamentus.hitCount</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Integer value representing the buffer for the number of hits for <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> after being hit by player character. </p>\n\n</div>\n</div>\n<a id=\"a6acef447408a84f5af003f3cf74dec7c\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a6acef447408a84f5af003f3cf74dec7c\">&#9670;&nbsp;</a></span>isHit</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.aquamentus.Aquamentus.isHit</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the current state if <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> has collided with player character attack. </p>\n\n</div>\n</div>\n<a id=\"a462a8a223836cc3b1154ba73cbcd4703\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a462a8a223836cc3b1154ba73cbcd4703\">&#9670;&nbsp;</a></span>oldx</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.aquamentus.Aquamentus.oldx</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the previous x-location of <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"a985f847ed6c6df6d09232a42f8263b8c\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a985f847ed6c6df6d09232a42f8263b8c\">&#9670;&nbsp;</a></span>oldy</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.aquamentus.Aquamentus.oldy</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the previous y-location of <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"aquamentus_8py.html\">aquamentus.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1boomerang_1_1_boomerang-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>boomerang</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">Boomerang</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.boomerang.Boomerang Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a7b20570fa9c54aaba3623075f99770f1\">__init__</a>(self, x, y, direction, obj, player)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ad32ffa27cd6221ed74d144f8874eae5f\">collision</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abbfebdf98803c7e4ac69a1a6e251d781\">collisionupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abd6b4b22c63a81db76e468ec0da228b3\">dir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ae815f4dbc9a5e7c3d8e4596c41001c70\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#afff9077b183225033461cc14dede928b\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abfb405ccedae18b49b36d5504a548aed\">killable</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\">moveupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a3f28b182298ed6f753bbaa2bacc50287\">obj</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a46ad11df1efc1a8395a6bff47b34308f\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a67772200ff4603844c7941f8be87947f\">speed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#affb047b1f34deb8f68d0d6d5ee499429\">spriteIndex</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a54e828173053f349639a8e75b56281c6\">sprites</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a8ed616f57acf720fdd4d7bd5702e1684\">spriteupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5e84fc23d586483105c71cc4c607264c\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">actor.boomerang.Boomerang</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.boomerang.Boomerang Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>boomerang</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\">Boomerang</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1boomerang_1_1_boomerang-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.boomerang.Boomerang Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> Weapon Class  The class holding the creation, behaviour, and collision effects of the player's boomerang weapon.  \n <a href=\"classactor_1_1boomerang_1_1_boomerang.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.boomerang.Boomerang:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1boomerang_1_1_boomerang.png\" usemap=\"#actor.boomerang.Boomerang_map\" alt=\"\"/>\n  <map id=\"actor.boomerang.Boomerang_map\" name=\"actor.boomerang.Boomerang_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a7b20570fa9c54aaba3623075f99770f1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a7b20570fa9c54aaba3623075f99770f1\">__init__</a> (self, x, y, direction, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a3f28b182298ed6f753bbaa2bacc50287\">obj</a>, player)</td></tr>\n<tr class=\"memdesc:a7b20570fa9c54aaba3623075f99770f1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> constructor  A sprite subclass constructor that takes an x and y position (the players), a direction for the boomerang's trajectory, a list of collidable objects, as well as the player object (to add to the collision list)  <a href=\"#a7b20570fa9c54aaba3623075f99770f1\">More...</a><br /></td></tr>\n<tr class=\"separator:a7b20570fa9c54aaba3623075f99770f1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\">moveupdate</a> (self)</td></tr>\n<tr class=\"memdesc:a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> position updating function, updating position based on changing trajectory speed. <br /></td></tr>\n<tr class=\"separator:a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:abbfebdf98803c7e4ac69a1a6e251d781\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"abbfebdf98803c7e4ac69a1a6e251d781\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abbfebdf98803c7e4ac69a1a6e251d781\">collisionupdate</a> (self)</td></tr>\n<tr class=\"memdesc:abbfebdf98803c7e4ac69a1a6e251d781\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> collision updating function, constantly checking for collisions and acting accordingly. <br /></td></tr>\n<tr class=\"separator:abbfebdf98803c7e4ac69a1a6e251d781\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8ed616f57acf720fdd4d7bd5702e1684\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a8ed616f57acf720fdd4d7bd5702e1684\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a8ed616f57acf720fdd4d7bd5702e1684\">spriteupdate</a> (self)</td></tr>\n<tr class=\"memdesc:a8ed616f57acf720fdd4d7bd5702e1684\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Updates the boomerang sprite every 10 frames. <br /></td></tr>\n<tr class=\"separator:a8ed616f57acf720fdd4d7bd5702e1684\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5e84fc23d586483105c71cc4c607264c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5e84fc23d586483105c71cc4c607264c\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5e84fc23d586483105c71cc4c607264c\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a5e84fc23d586483105c71cc4c607264c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> updating function, repeatedly running moveupdate and collisionupdate. <br /></td></tr>\n<tr class=\"separator:a5e84fc23d586483105c71cc4c607264c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad32ffa27cd6221ed74d144f8874eae5f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad32ffa27cd6221ed74d144f8874eae5f\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ad32ffa27cd6221ed74d144f8874eae5f\">collision</a> (self)</td></tr>\n<tr class=\"memdesc:ad32ffa27cd6221ed74d144f8874eae5f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Default collision function to satisfy other class collision calls to this object. <br /></td></tr>\n<tr class=\"separator:ad32ffa27cd6221ed74d144f8874eae5f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:afff9077b183225033461cc14dede928b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afff9077b183225033461cc14dede928b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#afff9077b183225033461cc14dede928b\">image</a></td></tr>\n<tr class=\"memdesc:afff9077b183225033461cc14dede928b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> sprite image. <br /></td></tr>\n<tr class=\"separator:afff9077b183225033461cc14dede928b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a46ad11df1efc1a8395a6bff47b34308f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a46ad11df1efc1a8395a6bff47b34308f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a46ad11df1efc1a8395a6bff47b34308f\">rect</a></td></tr>\n<tr class=\"memdesc:a46ad11df1efc1a8395a6bff47b34308f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Position of boomerang. <br /></td></tr>\n<tr class=\"separator:a46ad11df1efc1a8395a6bff47b34308f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:abd6b4b22c63a81db76e468ec0da228b3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"abd6b4b22c63a81db76e468ec0da228b3\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abd6b4b22c63a81db76e468ec0da228b3\">dir</a></td></tr>\n<tr class=\"memdesc:abd6b4b22c63a81db76e468ec0da228b3\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Initial travel direction of boomerang. <br /></td></tr>\n<tr class=\"separator:abd6b4b22c63a81db76e468ec0da228b3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a67772200ff4603844c7941f8be87947f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a67772200ff4603844c7941f8be87947f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a67772200ff4603844c7941f8be87947f\">speed</a></td></tr>\n<tr class=\"memdesc:a67772200ff4603844c7941f8be87947f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> initial update speed. <br /></td></tr>\n<tr class=\"separator:a67772200ff4603844c7941f8be87947f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a3f28b182298ed6f753bbaa2bacc50287\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a3f28b182298ed6f753bbaa2bacc50287\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a3f28b182298ed6f753bbaa2bacc50287\">obj</a></td></tr>\n<tr class=\"memdesc:a3f28b182298ed6f753bbaa2bacc50287\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of objects the boomerang could collide with. <br /></td></tr>\n<tr class=\"separator:a3f28b182298ed6f753bbaa2bacc50287\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:abfb405ccedae18b49b36d5504a548aed\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"abfb405ccedae18b49b36d5504a548aed\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abfb405ccedae18b49b36d5504a548aed\">killable</a></td></tr>\n<tr class=\"memdesc:abfb405ccedae18b49b36d5504a548aed\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean to tell when the boomerang should be deleted. <br /></td></tr>\n<tr class=\"separator:abfb405ccedae18b49b36d5504a548aed\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a54e828173053f349639a8e75b56281c6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a54e828173053f349639a8e75b56281c6\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a54e828173053f349639a8e75b56281c6\">sprites</a></td></tr>\n<tr class=\"memdesc:a54e828173053f349639a8e75b56281c6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of sprites for boomerang. <br /></td></tr>\n<tr class=\"separator:a54e828173053f349639a8e75b56281c6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:affb047b1f34deb8f68d0d6d5ee499429\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"affb047b1f34deb8f68d0d6d5ee499429\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#affb047b1f34deb8f68d0d6d5ee499429\">spriteIndex</a></td></tr>\n<tr class=\"memdesc:affb047b1f34deb8f68d0d6d5ee499429\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Index of the current sprite. <br /></td></tr>\n<tr class=\"separator:affb047b1f34deb8f68d0d6d5ee499429\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae815f4dbc9a5e7c3d8e4596c41001c70\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae815f4dbc9a5e7c3d8e4596c41001c70\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ae815f4dbc9a5e7c3d8e4596c41001c70\">frameCounter</a></td></tr>\n<tr class=\"memdesc:ae815f4dbc9a5e7c3d8e4596c41001c70\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames boomerang is onscreen. <br /></td></tr>\n<tr class=\"separator:ae815f4dbc9a5e7c3d8e4596c41001c70\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> Weapon Class  The class holding the creation, behaviour, and collision effects of the player's boomerang weapon. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a7b20570fa9c54aaba3623075f99770f1\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a7b20570fa9c54aaba3623075f99770f1\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boomerang.Boomerang.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>direction</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>obj</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>player</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> constructor  A sprite subclass constructor that takes an x and y position (the players), a direction for the boomerang's trajectory, a list of collidable objects, as well as the player object (to add to the collision list) </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of boomerang spawn </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of boomerang spawn </td></tr>\n    <tr><td class=\"paramname\">direction</td><td>Direction of boomerang path </td></tr>\n    <tr><td class=\"paramname\">obj</td><td>List of objects to check for collision with the boomerang </td></tr>\n    <tr><td class=\"paramname\">player</td><td>Player object to also check collision for </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"boomerang_8py.html\">boomerang.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a005977210760040c8af8f77972e068a0\">bossLogic</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a5f510a5ea8387c4ccb1c5c36e54efa5d\">checkState</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6a30d961adcdcf26fdcae6fb83801f8c\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aca7d6c634a4af8380231efe3c2636080\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">hit</a>(self, dir)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a9884f8252599e809ccca0f09c13e7883\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a86450ea10beac44c78eec4b05ddb09d0\">HP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a88b3aa7689b1d755e49e5dfbf7f30e86\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a33e43928fc50f5c67693e2a224e2a67c\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af197ba273deff12d755b58ba7d5dca8d\">isHit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a91aaf2376c5832f358df81e770d8e29f\">maxHP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">move</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0d5392b6ba783f8c3ad68221830f26ec\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">stuncount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa8507ebe3d7bf619d0e630af700a18eb\">xSpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af3ffc8e8c2a5637f468355a055d4671f\">ySpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">actor.boss.Boss</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.boss.Boss Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>boss</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\">Boss</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1boss_1_1_boss-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.boss.Boss Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Superclass for representing a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  \n <a href=\"classactor_1_1boss_1_1_boss.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.boss.Boss:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1boss_1_1_boss.png\" usemap=\"#actor.boss.Boss_map\" alt=\"\"/>\n  <map id=\"actor.boss.Boss_map\" name=\"actor.boss.Boss_map\">\n<area href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \" alt=\"actor.aquamentus.Aquamentus\" shape=\"rect\" coords=\"0,112,183,136\"/>\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a8aff9faf12326306058968f2e6424420\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a8aff9faf12326306058968f2e6424420\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"#a8aff9faf12326306058968f2e6424420\">More...</a><br /></td></tr>\n<tr class=\"separator:a8aff9faf12326306058968f2e6424420\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5f510a5ea8387c4ccb1c5c36e54efa5d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5f510a5ea8387c4ccb1c5c36e54efa5d\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a5f510a5ea8387c4ccb1c5c36e54efa5d\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:a5f510a5ea8387c4ccb1c5c36e54efa5d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for evaluating <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> state. <br /></td></tr>\n<tr class=\"separator:a5f510a5ea8387c4ccb1c5c36e54efa5d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa4ec284ad22d7c18bfa7116e4b2863cf\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">move</a> (self)</td></tr>\n<tr class=\"memdesc:aa4ec284ad22d7c18bfa7116e4b2863cf\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"#aa4ec284ad22d7c18bfa7116e4b2863cf\">More...</a><br /></td></tr>\n<tr class=\"separator:aa4ec284ad22d7c18bfa7116e4b2863cf\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a005977210760040c8af8f77972e068a0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a005977210760040c8af8f77972e068a0\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a005977210760040c8af8f77972e068a0\">bossLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a005977210760040c8af8f77972e068a0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for logic of <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. <br /></td></tr>\n<tr class=\"separator:a005977210760040c8af8f77972e068a0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0caeabbf20958679e55952559a2b74ee\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a0caeabbf20958679e55952559a2b74ee\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update loop for a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"#a0caeabbf20958679e55952559a2b74ee\">More...</a><br /></td></tr>\n<tr class=\"separator:a0caeabbf20958679e55952559a2b74ee\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6909e66b1a94f284ff34d2498a807c48\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">hit</a> (self, dir)</td></tr>\n<tr class=\"memdesc:a6909e66b1a94f284ff34d2498a807c48\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Hit dectetion for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>.  <a href=\"#a6909e66b1a94f284ff34d2498a807c48\">More...</a><br /></td></tr>\n<tr class=\"separator:a6909e66b1a94f284ff34d2498a807c48\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a33e43928fc50f5c67693e2a224e2a67c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a33e43928fc50f5c67693e2a224e2a67c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a33e43928fc50f5c67693e2a224e2a67c\">image</a></td></tr>\n<tr class=\"memdesc:a33e43928fc50f5c67693e2a224e2a67c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> Pygame surface. <br /></td></tr>\n<tr class=\"separator:a33e43928fc50f5c67693e2a224e2a67c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0d5392b6ba783f8c3ad68221830f26ec\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0d5392b6ba783f8c3ad68221830f26ec\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0d5392b6ba783f8c3ad68221830f26ec\">rect</a></td></tr>\n<tr class=\"memdesc:a0d5392b6ba783f8c3ad68221830f26ec\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectanlge that represents boss. <br /></td></tr>\n<tr class=\"separator:a0d5392b6ba783f8c3ad68221830f26ec\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a88b3aa7689b1d755e49e5dfbf7f30e86\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a88b3aa7689b1d755e49e5dfbf7f30e86\">id</a></td></tr>\n<tr class=\"memdesc:a88b3aa7689b1d755e49e5dfbf7f30e86\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">X postion of the boss.  <a href=\"#a88b3aa7689b1d755e49e5dfbf7f30e86\">More...</a><br /></td></tr>\n<tr class=\"separator:a88b3aa7689b1d755e49e5dfbf7f30e86\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af197ba273deff12d755b58ba7d5dca8d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af197ba273deff12d755b58ba7d5dca8d\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af197ba273deff12d755b58ba7d5dca8d\">isHit</a></td></tr>\n<tr class=\"memdesc:af197ba273deff12d755b58ba7d5dca8d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Wether the boss is hit or not. <br /></td></tr>\n<tr class=\"separator:af197ba273deff12d755b58ba7d5dca8d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a3bfec86c38534dee464d0f415812c90f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a3bfec86c38534dee464d0f415812c90f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">stuncount</a></td></tr>\n<tr class=\"memdesc:a3bfec86c38534dee464d0f415812c90f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The amount of stun frames the boss has remaining. <br /></td></tr>\n<tr class=\"separator:a3bfec86c38534dee464d0f415812c90f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a91aaf2376c5832f358df81e770d8e29f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a91aaf2376c5832f358df81e770d8e29f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a91aaf2376c5832f358df81e770d8e29f\">maxHP</a></td></tr>\n<tr class=\"memdesc:a91aaf2376c5832f358df81e770d8e29f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' max health. <br /></td></tr>\n<tr class=\"separator:a91aaf2376c5832f358df81e770d8e29f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a86450ea10beac44c78eec4b05ddb09d0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a86450ea10beac44c78eec4b05ddb09d0\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a86450ea10beac44c78eec4b05ddb09d0\">HP</a></td></tr>\n<tr class=\"memdesc:a86450ea10beac44c78eec4b05ddb09d0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' current health. <br /></td></tr>\n<tr class=\"separator:a86450ea10beac44c78eec4b05ddb09d0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6a30d961adcdcf26fdcae6fb83801f8c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6a30d961adcdcf26fdcae6fb83801f8c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6a30d961adcdcf26fdcae6fb83801f8c\">dmg</a></td></tr>\n<tr class=\"memdesc:a6a30d961adcdcf26fdcae6fb83801f8c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' damage. <br /></td></tr>\n<tr class=\"separator:a6a30d961adcdcf26fdcae6fb83801f8c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9884f8252599e809ccca0f09c13e7883\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9884f8252599e809ccca0f09c13e7883\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a9884f8252599e809ccca0f09c13e7883\">hitCount</a></td></tr>\n<tr class=\"memdesc:a9884f8252599e809ccca0f09c13e7883\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' hit count. <br /></td></tr>\n<tr class=\"separator:a9884f8252599e809ccca0f09c13e7883\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa8507ebe3d7bf619d0e630af700a18eb\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa8507ebe3d7bf619d0e630af700a18eb\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa8507ebe3d7bf619d0e630af700a18eb\">xSpeed</a></td></tr>\n<tr class=\"memdesc:aa8507ebe3d7bf619d0e630af700a18eb\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' speed in the x direction. <br /></td></tr>\n<tr class=\"separator:aa8507ebe3d7bf619d0e630af700a18eb\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af3ffc8e8c2a5637f468355a055d4671f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af3ffc8e8c2a5637f468355a055d4671f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af3ffc8e8c2a5637f468355a055d4671f\">ySpeed</a></td></tr>\n<tr class=\"memdesc:af3ffc8e8c2a5637f468355a055d4671f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>' speed in the y direction. <br /></td></tr>\n<tr class=\"separator:af3ffc8e8c2a5637f468355a055d4671f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aca7d6c634a4af8380231efe3c2636080\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aca7d6c634a4af8380231efe3c2636080\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aca7d6c634a4af8380231efe3c2636080\">frameCounter</a></td></tr>\n<tr class=\"memdesc:aca7d6c634a4af8380231efe3c2636080\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames the boss has been alive for. <br /></td></tr>\n<tr class=\"separator:aca7d6c634a4af8380231efe3c2636080\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Superclass for representing a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a8aff9faf12326306058968f2e6424420\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a8aff9faf12326306058968f2e6424420\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boss.Boss.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. </p>\n<p>Constructor takes two parameters, the x and y coordinates </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a6909e66b1a94f284ff34d2498a807c48\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a6909e66b1a94f284ff34d2498a807c48\">&#9670;&nbsp;</a></span>hit()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boss.Boss.hit </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>dir</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Hit dectetion for <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. </p>\n<p>Handles health and iframes </p>\n\n</div>\n</div>\n<a id=\"aa4ec284ad22d7c18bfa7116e4b2863cf\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aa4ec284ad22d7c18bfa7116e4b2863cf\">&#9670;&nbsp;</a></span>move()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boss.Boss.move </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Moves the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. </p>\n<p>Adds the x speed and y speed to the x and y postion of the <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </p>\n\n</div>\n</div>\n<a id=\"a0caeabbf20958679e55952559a2b74ee\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a0caeabbf20958679e55952559a2b74ee\">&#9670;&nbsp;</a></span>update()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.boss.Boss.update </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Update loop for a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a>. </p>\n<p>Checks state, does the logic, and then moves <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a88b3aa7689b1d755e49e5dfbf7f30e86\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a88b3aa7689b1d755e49e5dfbf7f30e86\">&#9670;&nbsp;</a></span>id</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.boss.Boss.id</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>X postion of the boss. </p>\n<p>Y postion of the boss <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> ID </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"boss_8py.html\">boss.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>enemy</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">Enemy</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.enemy.Enemy Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">checkState</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a23382d6dec9cbf34c1feec91de95db36\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">enemyLogic</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a>(self, direc)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">hitdir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a628179612c6af830270a9fd49e147bce\">HP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" 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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.enemy.Enemy Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>enemy</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">Enemy</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1enemy_1_1_enemy-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.enemy.Enemy Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Superclass for representing an <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  \n <a href=\"classactor_1_1enemy_1_1_enemy.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.enemy.Enemy:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1enemy_1_1_enemy.png\" usemap=\"#actor.enemy.Enemy_map\" alt=\"\"/>\n  <map id=\"actor.enemy.Enemy_map\" name=\"actor.enemy.Enemy_map\">\n<area href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \" alt=\"actor.keese.Keese\" shape=\"rect\" coords=\"0,112,124,136\"/>\n<area href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \" alt=\"actor.stalfos.Stalfos\" shape=\"rect\" coords=\"134,112,258,136\"/>\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a6924d71617a5022d67fd46b36141dfd2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a6924d71617a5022d67fd46b36141dfd2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"#a6924d71617a5022d67fd46b36141dfd2\">More...</a><br /></td></tr>\n<tr class=\"separator:a6924d71617a5022d67fd46b36141dfd2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:afa749d4d6a88fac474c3929ccd3b0753\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afa749d4d6a88fac474c3929ccd3b0753\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:afa749d4d6a88fac474c3929ccd3b0753\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for evaluating <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> state. <br /></td></tr>\n<tr class=\"separator:afa749d4d6a88fac474c3929ccd3b0753\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acae64f8e1e7e13ee7c440c74e3c214c8\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">move</a> (self)</td></tr>\n<tr class=\"memdesc:acae64f8e1e7e13ee7c440c74e3c214c8\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"#acae64f8e1e7e13ee7c440c74e3c214c8\">More...</a><br /></td></tr>\n<tr class=\"separator:acae64f8e1e7e13ee7c440c74e3c214c8\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a94d38c945f048b873e33a539fb7cf502\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a94d38c945f048b873e33a539fb7cf502\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">enemyLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a94d38c945f048b873e33a539fb7cf502\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for logic of <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. <br /></td></tr>\n<tr class=\"separator:a94d38c945f048b873e33a539fb7cf502\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5a7ad5761870721d959d491b33eb4908\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a5a7ad5761870721d959d491b33eb4908\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update loop for a <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"#a5a7ad5761870721d959d491b33eb4908\">More...</a><br /></td></tr>\n<tr class=\"separator:a5a7ad5761870721d959d491b33eb4908\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a26b704148d13a372e1bf150937e30673\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a> (self, direc)</td></tr>\n<tr class=\"memdesc:a26b704148d13a372e1bf150937e30673\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Hit dectetion for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"#a26b704148d13a372e1bf150937e30673\">More...</a><br /></td></tr>\n<tr class=\"separator:a26b704148d13a372e1bf150937e30673\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:aa1cb2b099f1405c72c5aead1f72ca273\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa1cb2b099f1405c72c5aead1f72ca273\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aa1cb2b099f1405c72c5aead1f72ca273\">image</a></td></tr>\n<tr class=\"memdesc:aa1cb2b099f1405c72c5aead1f72ca273\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> Pygame surface. <br /></td></tr>\n<tr class=\"separator:aa1cb2b099f1405c72c5aead1f72ca273\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aea251391a575a128f97cfd1806311f1e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aea251391a575a128f97cfd1806311f1e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">rect</a></td></tr>\n<tr class=\"memdesc:aea251391a575a128f97cfd1806311f1e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectanlge that represents enemy. <br /></td></tr>\n<tr class=\"separator:aea251391a575a128f97cfd1806311f1e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0e6ba00fdf6dd7aba8b872f7b21040a7\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a0e6ba00fdf6dd7aba8b872f7b21040a7\">id</a></td></tr>\n<tr class=\"memdesc:a0e6ba00fdf6dd7aba8b872f7b21040a7\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> x postion.  <a href=\"#a0e6ba00fdf6dd7aba8b872f7b21040a7\">More...</a><br /></td></tr>\n<tr class=\"separator:a0e6ba00fdf6dd7aba8b872f7b21040a7\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac706787533eed329ba4d3f69018dfd4f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ac706787533eed329ba4d3f69018dfd4f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ac706787533eed329ba4d3f69018dfd4f\">isHit</a></td></tr>\n<tr class=\"memdesc:ac706787533eed329ba4d3f69018dfd4f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Wether the enemy is hit. <br /></td></tr>\n<tr class=\"separator:ac706787533eed329ba4d3f69018dfd4f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a682e04fb5525441486f5ecfdd1a2d879\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a682e04fb5525441486f5ecfdd1a2d879\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">stuncount</a></td></tr>\n<tr class=\"memdesc:a682e04fb5525441486f5ecfdd1a2d879\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Remaining stun frames. <br /></td></tr>\n<tr class=\"separator:a682e04fb5525441486f5ecfdd1a2d879\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad57e864feaa058d6e05344a5131e3c3b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad57e864feaa058d6e05344a5131e3c3b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ad57e864feaa058d6e05344a5131e3c3b\">maxHP</a></td></tr>\n<tr class=\"memdesc:ad57e864feaa058d6e05344a5131e3c3b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> max health. <br /></td></tr>\n<tr class=\"separator:ad57e864feaa058d6e05344a5131e3c3b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a628179612c6af830270a9fd49e147bce\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a628179612c6af830270a9fd49e147bce\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a628179612c6af830270a9fd49e147bce\">HP</a></td></tr>\n<tr class=\"memdesc:a628179612c6af830270a9fd49e147bce\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> current health. <br /></td></tr>\n<tr class=\"separator:a628179612c6af830270a9fd49e147bce\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a23382d6dec9cbf34c1feec91de95db36\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a23382d6dec9cbf34c1feec91de95db36\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a23382d6dec9cbf34c1feec91de95db36\">dmg</a></td></tr>\n<tr class=\"memdesc:a23382d6dec9cbf34c1feec91de95db36\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> damage. <br /></td></tr>\n<tr class=\"separator:a23382d6dec9cbf34c1feec91de95db36\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aaa23681089031060de8abdf44956b7d1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">hitCount</a></td></tr>\n<tr class=\"memdesc:aaa23681089031060de8abdf44956b7d1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the buffer for the number of hits for the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> after being hit by player character.  <a href=\"#aaa23681089031060de8abdf44956b7d1\">More...</a><br /></td></tr>\n<tr class=\"separator:aaa23681089031060de8abdf44956b7d1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acc0b053f7922d48e2b76b2a0341c2c0c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">hitdir</a></td></tr>\n<tr class=\"memdesc:acc0b053f7922d48e2b76b2a0341c2c0c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the direction <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> is hit in by player character attack.  <a href=\"#acc0b053f7922d48e2b76b2a0341c2c0c\">More...</a><br /></td></tr>\n<tr class=\"separator:acc0b053f7922d48e2b76b2a0341c2c0c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aeb8e66f955c0233222186a0b31ffebec\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aeb8e66f955c0233222186a0b31ffebec\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aeb8e66f955c0233222186a0b31ffebec\">xSpeed</a></td></tr>\n<tr class=\"memdesc:aeb8e66f955c0233222186a0b31ffebec\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the x direction. <br /></td></tr>\n<tr class=\"separator:aeb8e66f955c0233222186a0b31ffebec\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9df94b7c1824222274977377fc61de0b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9df94b7c1824222274977377fc61de0b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a9df94b7c1824222274977377fc61de0b\">ySpeed</a></td></tr>\n<tr class=\"memdesc:a9df94b7c1824222274977377fc61de0b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the y direction. <br /></td></tr>\n<tr class=\"separator:a9df94b7c1824222274977377fc61de0b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2c89ef588742abcdeb22215bb381d69b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2c89ef588742abcdeb22215bb381d69b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td></tr>\n<tr class=\"memdesc:a2c89ef588742abcdeb22215bb381d69b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames the enemy has been alive. <br /></td></tr>\n<tr class=\"separator:a2c89ef588742abcdeb22215bb381d69b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Superclass for representing an <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a6924d71617a5022d67fd46b36141dfd2\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a6924d71617a5022d67fd46b36141dfd2\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.enemy.Enemy.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. </p>\n<p>Constructor takes two parameters, the x and y coordinates </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a26b704148d13a372e1bf150937e30673\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a26b704148d13a372e1bf150937e30673\">&#9670;&nbsp;</a></span>hit()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.enemy.Enemy.hit </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>direc</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Hit dectetion for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. </p>\n<p>Handles health, iframes and knockback direction </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">direc</td><td>Direction of the knockback </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<a id=\"acae64f8e1e7e13ee7c440c74e3c214c8\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#acae64f8e1e7e13ee7c440c74e3c214c8\">&#9670;&nbsp;</a></span>move()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.enemy.Enemy.move </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Moves the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. </p>\n<p>Adds the x speed and y speed to the x and y postion of the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </p>\n\n</div>\n</div>\n<a id=\"a5a7ad5761870721d959d491b33eb4908\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a5a7ad5761870721d959d491b33eb4908\">&#9670;&nbsp;</a></span>update()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.enemy.Enemy.update </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Update loop for a <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. </p>\n<p>Checks state, does the logic, and then moves <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"aaa23681089031060de8abdf44956b7d1\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aaa23681089031060de8abdf44956b7d1\">&#9670;&nbsp;</a></span>hitCount</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.enemy.Enemy.hitCount</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the buffer for the number of hits for the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> after being hit by player character. </p>\n\n</div>\n</div>\n<a id=\"acc0b053f7922d48e2b76b2a0341c2c0c\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#acc0b053f7922d48e2b76b2a0341c2c0c\">&#9670;&nbsp;</a></span>hitdir</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.enemy.Enemy.hitdir</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the direction <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> is hit in by player character attack. </p>\n\n</div>\n</div>\n<a id=\"a0e6ba00fdf6dd7aba8b872f7b21040a7\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a0e6ba00fdf6dd7aba8b872f7b21040a7\">&#9670;&nbsp;</a></span>id</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.enemy.Enemy.id</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> x postion. </p>\n<p><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> y postion <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> Id type </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"enemy_8py.html\">enemy.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
  {
    "path": "Doc/Design/MIS/html/classactor_1_1fireball_1_1_fireball-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>fireball</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">Fireball</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.fireball.Fireball Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a8e8de406c4754cea725b3800053bbabc\">__init__</a>(self, x, y, xSpeed, ySpeed)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#abf7cee468c753aa1ed23bd45cd7a7bdc\">checkState</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6210caf7f7eb813b6a2f1b868670af94\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ab4e6a41b951134c42579f056ab0b4d43\">end</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6569e0533d043a88a4e0d3393ac36c40\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a21e2ae2502f54f7a247f9201c167bc5e\">hit</a>(self, dir)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a28bb6b364aba11762bbb763ebb5c4e72\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#aeb50a9203c4b4a9d66934feadb95d8c0\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5dbeecf7c79f7dd02bd262048b79f908\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5bb7cb975378011380c177af107bd50f\">isHit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ad19f7a375bf095055aadce16138d5713\">logic</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a7eca2eb84a6f46f23df4a092edd044ac\">move</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a2e9d4868a5b6a944121481b9f82bd37d\">obj</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a23e0fa743f75f08f14448d2ab61782e0\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a73fd4922f27fe97472bd1e66ec809077\">spriteIndex</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\"><td class=\"entry\"><b>sprites</b> (defined in <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5a93196e521c8cca75aac1dc7f9080a4\">start</a>(self, x, y, xs, ys)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#af65dbfd4e9993637a797cc9cf7475238\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6708bc69526dffd73c714657dbfa0625\">xSpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a87f95efd62b2ebc27b5f742d9ae50ca6\">ySpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/classactor_1_1fireball_1_1_fireball.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.fireball.Fireball Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>fireball</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">Fireball</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1fireball_1_1_fireball-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.fireball.Fireball Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> object.  \n <a href=\"classactor_1_1fireball_1_1_fireball.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.fireball.Fireball:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1fireball_1_1_fireball.png\" usemap=\"#actor.fireball.Fireball_map\" alt=\"\"/>\n  <map id=\"actor.fireball.Fireball_map\" name=\"actor.fireball.Fireball_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a8e8de406c4754cea725b3800053bbabc\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a8e8de406c4754cea725b3800053bbabc\">__init__</a> (self, x, y, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6708bc69526dffd73c714657dbfa0625\">xSpeed</a>, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a87f95efd62b2ebc27b5f742d9ae50ca6\">ySpeed</a>)</td></tr>\n<tr class=\"memdesc:a8e8de406c4754cea725b3800053bbabc\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>.  <a href=\"#a8e8de406c4754cea725b3800053bbabc\">More...</a><br /></td></tr>\n<tr class=\"separator:a8e8de406c4754cea725b3800053bbabc\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5a93196e521c8cca75aac1dc7f9080a4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5a93196e521c8cca75aac1dc7f9080a4\">start</a> (self, x, y, xs, ys)</td></tr>\n<tr class=\"memdesc:a5a93196e521c8cca75aac1dc7f9080a4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Starts the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>'s movement.  <a href=\"#a5a93196e521c8cca75aac1dc7f9080a4\">More...</a><br /></td></tr>\n<tr class=\"separator:a5a93196e521c8cca75aac1dc7f9080a4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab4e6a41b951134c42579f056ab0b4d43\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ab4e6a41b951134c42579f056ab0b4d43\">end</a> (self)</td></tr>\n<tr class=\"memdesc:ab4e6a41b951134c42579f056ab0b4d43\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Ends the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>'s movement.  <a href=\"#ab4e6a41b951134c42579f056ab0b4d43\">More...</a><br /></td></tr>\n<tr class=\"separator:ab4e6a41b951134c42579f056ab0b4d43\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a21e2ae2502f54f7a247f9201c167bc5e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a21e2ae2502f54f7a247f9201c167bc5e\">hit</a> (self, dir)</td></tr>\n<tr class=\"memdesc:a21e2ae2502f54f7a247f9201c167bc5e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for being hit by player.  <a href=\"#a21e2ae2502f54f7a247f9201c167bc5e\">More...</a><br /></td></tr>\n<tr class=\"separator:a21e2ae2502f54f7a247f9201c167bc5e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:abf7cee468c753aa1ed23bd45cd7a7bdc\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#abf7cee468c753aa1ed23bd45cd7a7bdc\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:abf7cee468c753aa1ed23bd45cd7a7bdc\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Evaluates the state of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>.  <a href=\"#abf7cee468c753aa1ed23bd45cd7a7bdc\">More...</a><br /></td></tr>\n<tr class=\"separator:abf7cee468c753aa1ed23bd45cd7a7bdc\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7eca2eb84a6f46f23df4a092edd044ac\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a7eca2eb84a6f46f23df4a092edd044ac\">move</a> (self)</td></tr>\n<tr class=\"memdesc:a7eca2eb84a6f46f23df4a092edd044ac\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>.  <a href=\"#a7eca2eb84a6f46f23df4a092edd044ac\">More...</a><br /></td></tr>\n<tr class=\"separator:a7eca2eb84a6f46f23df4a092edd044ac\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad19f7a375bf095055aadce16138d5713\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ad19f7a375bf095055aadce16138d5713\">logic</a> (self)</td></tr>\n<tr class=\"memdesc:ad19f7a375bf095055aadce16138d5713\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Updates the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> sprite.  <a href=\"#ad19f7a375bf095055aadce16138d5713\">More...</a><br /></td></tr>\n<tr class=\"separator:ad19f7a375bf095055aadce16138d5713\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af65dbfd4e9993637a797cc9cf7475238\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#af65dbfd4e9993637a797cc9cf7475238\">update</a> (self)</td></tr>\n<tr class=\"memdesc:af65dbfd4e9993637a797cc9cf7475238\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Updates the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> every frame  <a href=\"#af65dbfd4e9993637a797cc9cf7475238\">More...</a><br /></td></tr>\n<tr class=\"separator:af65dbfd4e9993637a797cc9cf7475238\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a5dbeecf7c79f7dd02bd262048b79f908\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5dbeecf7c79f7dd02bd262048b79f908\">image</a></td></tr>\n<tr class=\"memdesc:a5dbeecf7c79f7dd02bd262048b79f908\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> surface.  <a href=\"#a5dbeecf7c79f7dd02bd262048b79f908\">More...</a><br /></td></tr>\n<tr class=\"separator:a5dbeecf7c79f7dd02bd262048b79f908\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a23e0fa743f75f08f14448d2ab61782e0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a23e0fa743f75f08f14448d2ab61782e0\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a23e0fa743f75f08f14448d2ab61782e0\">rect</a></td></tr>\n<tr class=\"memdesc:a23e0fa743f75f08f14448d2ab61782e0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectangle that represents the fireball. <br /></td></tr>\n<tr class=\"separator:a23e0fa743f75f08f14448d2ab61782e0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aeb50a9203c4b4a9d66934feadb95d8c0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#aeb50a9203c4b4a9d66934feadb95d8c0\">id</a></td></tr>\n<tr class=\"memdesc:aeb50a9203c4b4a9d66934feadb95d8c0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> x postion.  <a href=\"#aeb50a9203c4b4a9d66934feadb95d8c0\">More...</a><br /></td></tr>\n<tr class=\"separator:aeb50a9203c4b4a9d66934feadb95d8c0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5bb7cb975378011380c177af107bd50f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5bb7cb975378011380c177af107bd50f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5bb7cb975378011380c177af107bd50f\">isHit</a></td></tr>\n<tr class=\"memdesc:a5bb7cb975378011380c177af107bd50f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Wether the fireball is hit. <br /></td></tr>\n<tr class=\"separator:a5bb7cb975378011380c177af107bd50f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6210caf7f7eb813b6a2f1b868670af94\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6210caf7f7eb813b6a2f1b868670af94\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6210caf7f7eb813b6a2f1b868670af94\">dmg</a></td></tr>\n<tr class=\"memdesc:a6210caf7f7eb813b6a2f1b868670af94\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> damage. <br /></td></tr>\n<tr class=\"separator:a6210caf7f7eb813b6a2f1b868670af94\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a28bb6b364aba11762bbb763ebb5c4e72\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a28bb6b364aba11762bbb763ebb5c4e72\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a28bb6b364aba11762bbb763ebb5c4e72\">hitCount</a></td></tr>\n<tr class=\"memdesc:a28bb6b364aba11762bbb763ebb5c4e72\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> hit frames. <br /></td></tr>\n<tr class=\"separator:a28bb6b364aba11762bbb763ebb5c4e72\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6708bc69526dffd73c714657dbfa0625\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6708bc69526dffd73c714657dbfa0625\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6708bc69526dffd73c714657dbfa0625\">xSpeed</a></td></tr>\n<tr class=\"memdesc:a6708bc69526dffd73c714657dbfa0625\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> speed in the x direction. <br /></td></tr>\n<tr class=\"separator:a6708bc69526dffd73c714657dbfa0625\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a87f95efd62b2ebc27b5f742d9ae50ca6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a87f95efd62b2ebc27b5f742d9ae50ca6\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a87f95efd62b2ebc27b5f742d9ae50ca6\">ySpeed</a></td></tr>\n<tr class=\"memdesc:a87f95efd62b2ebc27b5f742d9ae50ca6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> speed in the y direction. <br /></td></tr>\n<tr class=\"separator:a87f95efd62b2ebc27b5f742d9ae50ca6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6569e0533d043a88a4e0d3393ac36c40\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6569e0533d043a88a4e0d3393ac36c40\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6569e0533d043a88a4e0d3393ac36c40\">frameCounter</a></td></tr>\n<tr class=\"memdesc:a6569e0533d043a88a4e0d3393ac36c40\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames fireball is alive. <br /></td></tr>\n<tr class=\"separator:a6569e0533d043a88a4e0d3393ac36c40\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa034598272954824e2e9c2aac4c1a34d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa034598272954824e2e9c2aac4c1a34d\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>sprites</b></td></tr>\n<tr class=\"separator:aa034598272954824e2e9c2aac4c1a34d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2e9d4868a5b6a944121481b9f82bd37d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2e9d4868a5b6a944121481b9f82bd37d\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a2e9d4868a5b6a944121481b9f82bd37d\">obj</a></td></tr>\n<tr class=\"memdesc:a2e9d4868a5b6a944121481b9f82bd37d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> collision list. <br /></td></tr>\n<tr class=\"separator:a2e9d4868a5b6a944121481b9f82bd37d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a73fd4922f27fe97472bd1e66ec809077\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a73fd4922f27fe97472bd1e66ec809077\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a73fd4922f27fe97472bd1e66ec809077\">spriteIndex</a></td></tr>\n<tr class=\"memdesc:a73fd4922f27fe97472bd1e66ec809077\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sprite list index. <br /></td></tr>\n<tr class=\"separator:a73fd4922f27fe97472bd1e66ec809077\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> object. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a8e8de406c4754cea725b3800053bbabc\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a8e8de406c4754cea725b3800053bbabc\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>xSpeed</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>ySpeed</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>. </p>\n<p>Constructor takes four parameters, the x and y coordinates and the x and y speeds </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n    <tr><td class=\"paramname\">xSpeed</td><td>The speed in the x direction of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n    <tr><td class=\"paramname\">ySpeed</td><td>The speed in the y direction of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"abf7cee468c753aa1ed23bd45cd7a7bdc\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#abf7cee468c753aa1ed23bd45cd7a7bdc\">&#9670;&nbsp;</a></span>checkState()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.checkState </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Evaluates the state of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>. </p>\n<p>Checks for collision with walls, doors, and players </p>\n\n</div>\n</div>\n<a id=\"ab4e6a41b951134c42579f056ab0b4d43\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ab4e6a41b951134c42579f056ab0b4d43\">&#9670;&nbsp;</a></span>end()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.end </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Ends the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>'s movement. </p>\n<p>Sets the x and y speed to 0 and places the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> of screen </p>\n\n</div>\n</div>\n<a id=\"a21e2ae2502f54f7a247f9201c167bc5e\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a21e2ae2502f54f7a247f9201c167bc5e\">&#9670;&nbsp;</a></span>hit()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.hit </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>dir</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Empty function for being hit by player. </p>\n<p>Needs to exist for when player sword collides with <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </p>\n\n</div>\n</div>\n<a id=\"ad19f7a375bf095055aadce16138d5713\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ad19f7a375bf095055aadce16138d5713\">&#9670;&nbsp;</a></span>logic()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.logic </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Updates the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> sprite. </p>\n<p>Swaps between the 2 sprites every 15 frames </p>\n\n</div>\n</div>\n<a id=\"a7eca2eb84a6f46f23df4a092edd044ac\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a7eca2eb84a6f46f23df4a092edd044ac\">&#9670;&nbsp;</a></span>move()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.move </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Moves the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>. </p>\n<p>Adds the x speed and y speed to the x and y postion of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </p>\n\n</div>\n</div>\n<a id=\"a5a93196e521c8cca75aac1dc7f9080a4\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a5a93196e521c8cca75aac1dc7f9080a4\">&#9670;&nbsp;</a></span>start()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.start </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>xs</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>ys</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Starts the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>'s movement. </p>\n<p>Sets the x and y postions and x and y speeds for <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of where the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> is placed </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of where the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> is placed </td></tr>\n    <tr><td class=\"paramname\">xs</td><td>The speed in the x direction of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n    <tr><td class=\"paramname\">ys</td><td>The speed in the y direction of the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<a id=\"af65dbfd4e9993637a797cc9cf7475238\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#af65dbfd4e9993637a797cc9cf7475238\">&#9670;&nbsp;</a></span>update()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.Fireball.update </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Updates the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> every frame </p>\n<p>Checks the state, applies the logic, and then moves the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"aeb50a9203c4b4a9d66934feadb95d8c0\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aeb50a9203c4b4a9d66934feadb95d8c0\">&#9670;&nbsp;</a></span>id</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.fireball.Fireball.id</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> x postion. </p>\n<p><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> y positon <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> ID type </p>\n\n</div>\n</div>\n<a id=\"a5dbeecf7c79f7dd02bd262048b79f908\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a5dbeecf7c79f7dd02bd262048b79f908\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.fireball.Fireball.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> surface. </p>\n<p><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> current sprite. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"fireball_8py.html\">fireball.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/classactor_1_1healthbar_1_1_health___bar-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>healthbar</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">Health_Bar</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.healthbar.Health_Bar Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a1f35a409c7e1fc7d36600891b7a4a796\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a75ae2266b6d6757be66530b63f413fbd\">h_sprite_sheet</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a13d9c179f223a080426841ed336407b5\">health</a>(self, i)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a46e7454053636308c9a17dd63e73a8ee\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#add2392af674af1341a9bef3d18640e83\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/classactor_1_1healthbar_1_1_health___bar.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.healthbar.Health_Bar Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>healthbar</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">Health_Bar</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1healthbar_1_1_health___bar-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.healthbar.Health_Bar Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the HealthBar for the user controlled player character.  \n <a href=\"classactor_1_1healthbar_1_1_health___bar.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.healthbar.Health_Bar:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1healthbar_1_1_health___bar.png\" usemap=\"#actor.healthbar.Health_5FBar_map\" alt=\"\"/>\n  <map id=\"actor.healthbar.Health_5FBar_map\" name=\"actor.healthbar.Health_5FBar_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a1f35a409c7e1fc7d36600891b7a4a796\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a1f35a409c7e1fc7d36600891b7a4a796\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a1f35a409c7e1fc7d36600891b7a4a796\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor HealthBar class.  <a href=\"#a1f35a409c7e1fc7d36600891b7a4a796\">More...</a><br /></td></tr>\n<tr class=\"separator:a1f35a409c7e1fc7d36600891b7a4a796\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a13d9c179f223a080426841ed336407b5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a13d9c179f223a080426841ed336407b5\">health</a> (self, i)</td></tr>\n<tr class=\"memdesc:a13d9c179f223a080426841ed336407b5\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Method to update the current sprite image for the healthbar.  <a href=\"#a13d9c179f223a080426841ed336407b5\">More...</a><br /></td></tr>\n<tr class=\"separator:a13d9c179f223a080426841ed336407b5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a46e7454053636308c9a17dd63e73a8ee\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a46e7454053636308c9a17dd63e73a8ee\">image</a></td></tr>\n<tr class=\"memdesc:a46e7454053636308c9a17dd63e73a8ee\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the sprite image for the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object.  <a href=\"#a46e7454053636308c9a17dd63e73a8ee\">More...</a><br /></td></tr>\n<tr class=\"separator:a46e7454053636308c9a17dd63e73a8ee\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a75ae2266b6d6757be66530b63f413fbd\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a75ae2266b6d6757be66530b63f413fbd\">h_sprite_sheet</a></td></tr>\n<tr class=\"memdesc:a75ae2266b6d6757be66530b63f413fbd\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the spritesheet for the image for the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object, containing all sprites associated with the health bar.  <a href=\"#a75ae2266b6d6757be66530b63f413fbd\">More...</a><br /></td></tr>\n<tr class=\"separator:a75ae2266b6d6757be66530b63f413fbd\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:add2392af674af1341a9bef3d18640e83\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#add2392af674af1341a9bef3d18640e83\">rect</a></td></tr>\n<tr class=\"memdesc:add2392af674af1341a9bef3d18640e83\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents rectangle for position for the sprite image of the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object.  <a href=\"#add2392af674af1341a9bef3d18640e83\">More...</a><br /></td></tr>\n<tr class=\"separator:add2392af674af1341a9bef3d18640e83\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the HealthBar for the user controlled player character. </p>\n<p>The HealthBar class uses the base class for visible game objects from Pygame library. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a1f35a409c7e1fc7d36600891b7a4a796\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a1f35a409c7e1fc7d36600891b7a4a796\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.healthbar.Health_Bar.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor HealthBar class. </p>\n<p>Constructor for class initializes the x and y location of the HealthBar object. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>this represents the x-coordinate at which the HealthBar object will be drawn. </td></tr>\n    <tr><td class=\"paramname\">y</td><td>this represents the y-coordinate at which the HealthBar object will be drawn. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a13d9c179f223a080426841ed336407b5\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a13d9c179f223a080426841ed336407b5\">&#9670;&nbsp;</a></span>health()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.healthbar.Health_Bar.health </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>i</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Method to update the current sprite image for the healthbar. </p>\n<p>This method will allow the HealthBar to update as soon as the player character is damaged/receives health. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">i</td><td>value represening the number of heart sprites to render to screen. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a75ae2266b6d6757be66530b63f413fbd\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a75ae2266b6d6757be66530b63f413fbd\">&#9670;&nbsp;</a></span>h_sprite_sheet</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.healthbar.Health_Bar.h_sprite_sheet</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the spritesheet for the image for the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object, containing all sprites associated with the health bar. </p>\n\n</div>\n</div>\n<a id=\"a46e7454053636308c9a17dd63e73a8ee\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a46e7454053636308c9a17dd63e73a8ee\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.healthbar.Health_Bar.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the sprite image for the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object. </p>\n\n</div>\n</div>\n<a id=\"add2392af674af1341a9bef3d18640e83\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#add2392af674af1341a9bef3d18640e83\">&#9670;&nbsp;</a></span>rect</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.healthbar.Health_Bar.rect</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents rectangle for position for the sprite image of the <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" title=\"This class represents the HealthBar for the user controlled player character. \">Health_Bar</a> object. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"healthbar_8py.html\">healthbar.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>item</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">Item</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.item.Item Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a13d4ef784805457c46d4c6872aa0903d\">__init__</a>(self, x, y, typ)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a3ad3940f06483ccce49fe2673896555f\">collision</a>(self, p)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aee8f12aa657322ef895d9151dcc54e71\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a2f2f0de31fa9a294bdf2c6070c43cf8a\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a0341980445d257f74dfc20208a93afd8\">itemsprite</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aebbc33971d663fba6f5bd54e03a63813\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#ae65791520a3bdb6905e6e14a8b0abb3c\">type</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1item_1_1_item.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.item.Item Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1item_1_1_item-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.item.Item Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Consumable <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn.  \n <a href=\"classactor_1_1item_1_1_item.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.item.Item:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1item_1_1_item.png\" usemap=\"#actor.item.Item_map\" alt=\"\"/>\n  <map id=\"actor.item.Item_map\" name=\"actor.item.Item_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a13d4ef784805457c46d4c6872aa0903d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a13d4ef784805457c46d4c6872aa0903d\">__init__</a> (self, x, y, typ)</td></tr>\n<tr class=\"memdesc:a13d4ef784805457c46d4c6872aa0903d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> constructor  A sprite subclass constructor which takes a pair of x-y coordinates, commonly those of the killed enemy, and an item type, in the form of a randomly generated integer from 0 to the # of possible items.  <a href=\"#a13d4ef784805457c46d4c6872aa0903d\">More...</a><br /></td></tr>\n<tr class=\"separator:a13d4ef784805457c46d4c6872aa0903d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a3ad3940f06483ccce49fe2673896555f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a3ad3940f06483ccce49fe2673896555f\">collision</a> (self, p)</td></tr>\n<tr class=\"memdesc:a3ad3940f06483ccce49fe2673896555f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Collision handler for the player and the consumable item, depending on the item's type.  <a href=\"#a3ad3940f06483ccce49fe2673896555f\">More...</a><br /></td></tr>\n<tr class=\"separator:a3ad3940f06483ccce49fe2673896555f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a2f2f0de31fa9a294bdf2c6070c43cf8a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2f2f0de31fa9a294bdf2c6070c43cf8a\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a2f2f0de31fa9a294bdf2c6070c43cf8a\">image</a></td></tr>\n<tr class=\"memdesc:a2f2f0de31fa9a294bdf2c6070c43cf8a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> sprite image. <br /></td></tr>\n<tr class=\"separator:a2f2f0de31fa9a294bdf2c6070c43cf8a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0341980445d257f74dfc20208a93afd8\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0341980445d257f74dfc20208a93afd8\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a0341980445d257f74dfc20208a93afd8\">itemsprite</a></td></tr>\n<tr class=\"memdesc:a0341980445d257f74dfc20208a93afd8\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of possible item sprite images. <br /></td></tr>\n<tr class=\"separator:a0341980445d257f74dfc20208a93afd8\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aebbc33971d663fba6f5bd54e03a63813\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aebbc33971d663fba6f5bd54e03a63813\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aebbc33971d663fba6f5bd54e03a63813\">rect</a></td></tr>\n<tr class=\"memdesc:aebbc33971d663fba6f5bd54e03a63813\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> x and y position. <br /></td></tr>\n<tr class=\"separator:aebbc33971d663fba6f5bd54e03a63813\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aee8f12aa657322ef895d9151dcc54e71\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aee8f12aa657322ef895d9151dcc54e71\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aee8f12aa657322ef895d9151dcc54e71\">id</a></td></tr>\n<tr class=\"memdesc:aee8f12aa657322ef895d9151dcc54e71\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Collision ID (how other items tell what this item is) <br /></td></tr>\n<tr class=\"separator:aee8f12aa657322ef895d9151dcc54e71\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae65791520a3bdb6905e6e14a8b0abb3c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae65791520a3bdb6905e6e14a8b0abb3c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html#ae65791520a3bdb6905e6e14a8b0abb3c\">type</a></td></tr>\n<tr class=\"memdesc:ae65791520a3bdb6905e6e14a8b0abb3c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer value to determine what kind of item this is (rupee, heart, etc) <br /></td></tr>\n<tr class=\"separator:ae65791520a3bdb6905e6e14a8b0abb3c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Consumable <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a13d4ef784805457c46d4c6872aa0903d\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a13d4ef784805457c46d4c6872aa0903d\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.item.Item.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>typ</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> constructor  A sprite subclass constructor which takes a pair of x-y coordinates, commonly those of the killed enemy, and an item type, in the form of a randomly generated integer from 0 to the # of possible items. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the spawned item </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the spawned item </td></tr>\n    <tr><td class=\"paramname\">typ</td><td>Integer value to specify the type of consumable item </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a3ad3940f06483ccce49fe2673896555f\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a3ad3940f06483ccce49fe2673896555f\">&#9670;&nbsp;</a></span>collision()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.item.Item.collision </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>p</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Collision handler for the player and the consumable item, depending on the item's type. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">p</td><td>Player object </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"item_8py.html\">item.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>keese</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">Keese</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.keese.Keese Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a5a6d46ac05ff7500ab07e0494ddbe3ce\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#afd916a8c02ccf5ac8a28f87f67b67d9d\">canStop</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2c191c26fc310458619fdf49166e8434\">checkState</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2698d3b6a02884479d1613d236618728\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a838343717716ba48c0519e73d702cac9\">enemyLogic</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9ecd9b101873fd64a9406ebd550dc761\">flyStartFrame</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ad69c85211ff8008fd3c223296dc16af7\">genRestLength</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a7abbd03624a6695b83d3086e48957d86\">genTravelPoint</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a>(self, direc)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4cb2d09574c5b9590ea9f9d30c942a16\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">hitdir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a41e62f021c65cd05dc748e265265be71\">HP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a0e6ba00fdf6dd7aba8b872f7b21040a7\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ae61225fd17e93f8441dae1eef5e41538\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\">isHit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a65676a0ae6de92c1731dfa30ce354372\">isMoving</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a38eccba4aae77109933d668223e5948c\">isResting</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a30dd6801255414be0d18fdba0f321bca\">maxHP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">move</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab4569cac512e0ee58ace7bdc0e71ea8a\">restStartFrame</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a547b4c212a286e288e38256351776a97\">restTime</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6fe0305b143de210b4b161a1091f7891\">setMoveSpeed</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9931a961d40612b60a09eec8607198a4\">spriteIndex</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a0217078fcd7416adddc4d3671c3a653e\">sprites</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a61477e66e28a62bb0a72a302b13c3ca0\">stop</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">stuncount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#aee33f864229b0a7aa9a8b1d258ed696b\">switchSprite</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab98be6a25c06f1e149ff22c90a6937c9\">travelPoint</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4d93a0d3f92f4e23517b90e538d40467\">xSpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6a288010700b821bc27840aa94faf35f\">ySpeed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">actor.keese.Keese</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1keese_1_1_keese.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.keese.Keese Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>keese</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\">Keese</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1keese_1_1_keese-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.keese.Keese Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> enemy.  \n <a href=\"classactor_1_1keese_1_1_keese.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.keese.Keese:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1keese_1_1_keese.png\" usemap=\"#actor.keese.Keese_map\" alt=\"\"/>\n  <map id=\"actor.keese.Keese_map\" name=\"actor.keese.Keese_map\">\n<area href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \" alt=\"actor.enemy.Enemy\" shape=\"rect\" coords=\"0,56,124,80\"/>\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a5a6d46ac05ff7500ab07e0494ddbe3ce\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a5a6d46ac05ff7500ab07e0494ddbe3ce\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a5a6d46ac05ff7500ab07e0494ddbe3ce\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>.  <a href=\"#a5a6d46ac05ff7500ab07e0494ddbe3ce\">More...</a><br /></td></tr>\n<tr class=\"separator:a5a6d46ac05ff7500ab07e0494ddbe3ce\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad69c85211ff8008fd3c223296dc16af7\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ad69c85211ff8008fd3c223296dc16af7\">genRestLength</a> (self)</td></tr>\n<tr class=\"memdesc:ad69c85211ff8008fd3c223296dc16af7\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sets the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> rest length.  <a href=\"#ad69c85211ff8008fd3c223296dc16af7\">More...</a><br /></td></tr>\n<tr class=\"separator:ad69c85211ff8008fd3c223296dc16af7\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7abbd03624a6695b83d3086e48957d86\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a7abbd03624a6695b83d3086e48957d86\">genTravelPoint</a> (self)</td></tr>\n<tr class=\"memdesc:a7abbd03624a6695b83d3086e48957d86\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates a new travel point for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>.  <a href=\"#a7abbd03624a6695b83d3086e48957d86\">More...</a><br /></td></tr>\n<tr class=\"separator:a7abbd03624a6695b83d3086e48957d86\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aee33f864229b0a7aa9a8b1d258ed696b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#aee33f864229b0a7aa9a8b1d258ed696b\">switchSprite</a> (self)</td></tr>\n<tr class=\"memdesc:aee33f864229b0a7aa9a8b1d258ed696b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Iterates through the sprite list.  <a href=\"#aee33f864229b0a7aa9a8b1d258ed696b\">More...</a><br /></td></tr>\n<tr class=\"separator:aee33f864229b0a7aa9a8b1d258ed696b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a61477e66e28a62bb0a72a302b13c3ca0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a61477e66e28a62bb0a72a302b13c3ca0\">stop</a> (self)</td></tr>\n<tr class=\"memdesc:a61477e66e28a62bb0a72a302b13c3ca0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Stops the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>.  <a href=\"#a61477e66e28a62bb0a72a302b13c3ca0\">More...</a><br /></td></tr>\n<tr class=\"separator:a61477e66e28a62bb0a72a302b13c3ca0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6fe0305b143de210b4b161a1091f7891\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6fe0305b143de210b4b161a1091f7891\">setMoveSpeed</a> (self)</td></tr>\n<tr class=\"memdesc:a6fe0305b143de210b4b161a1091f7891\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sets the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> x and y movement speed.  <a href=\"#a6fe0305b143de210b4b161a1091f7891\">More...</a><br /></td></tr>\n<tr class=\"separator:a6fe0305b143de210b4b161a1091f7891\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2c191c26fc310458619fdf49166e8434\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2c191c26fc310458619fdf49166e8434\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:a2c191c26fc310458619fdf49166e8434\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Evaluates the state of the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>.  <a href=\"#a2c191c26fc310458619fdf49166e8434\">More...</a><br /></td></tr>\n<tr class=\"separator:a2c191c26fc310458619fdf49166e8434\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a838343717716ba48c0519e73d702cac9\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a838343717716ba48c0519e73d702cac9\">enemyLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a838343717716ba48c0519e73d702cac9\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Controls <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> logic.  <a href=\"#a838343717716ba48c0519e73d702cac9\">More...</a><br /></td></tr>\n<tr class=\"separator:a838343717716ba48c0519e73d702cac9\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_methods_classactor_1_1enemy_1_1_enemy\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_methods_classactor_1_1enemy_1_1_enemy')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Member Functions inherited from <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td></tr>\n<tr class=\"memitem:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">More...</a><br /></td></tr>\n<tr class=\"separator:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afa749d4d6a88fac474c3929ccd3b0753\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for evaluating <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> state. <br /></td></tr>\n<tr class=\"separator:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">move</a> (self)</td></tr>\n<tr class=\"memdesc:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">More...</a><br /></td></tr>\n<tr class=\"separator:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a94d38c945f048b873e33a539fb7cf502\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">enemyLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for logic of <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. <br /></td></tr>\n<tr class=\"separator:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update loop for a <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">More...</a><br /></td></tr>\n<tr class=\"separator:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a> (self, direc)</td></tr>\n<tr class=\"memdesc:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Hit dectetion for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">More...</a><br /></td></tr>\n<tr class=\"separator:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a65676a0ae6de92c1731dfa30ce354372\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a65676a0ae6de92c1731dfa30ce354372\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a65676a0ae6de92c1731dfa30ce354372\">isMoving</a></td></tr>\n<tr class=\"memdesc:a65676a0ae6de92c1731dfa30ce354372\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> is moving. <br /></td></tr>\n<tr class=\"separator:a65676a0ae6de92c1731dfa30ce354372\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:afd916a8c02ccf5ac8a28f87f67b67d9d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afd916a8c02ccf5ac8a28f87f67b67d9d\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#afd916a8c02ccf5ac8a28f87f67b67d9d\">canStop</a></td></tr>\n<tr class=\"memdesc:afd916a8c02ccf5ac8a28f87f67b67d9d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> can stop. <br /></td></tr>\n<tr class=\"separator:afd916a8c02ccf5ac8a28f87f67b67d9d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a38eccba4aae77109933d668223e5948c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a38eccba4aae77109933d668223e5948c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a38eccba4aae77109933d668223e5948c\">isResting</a></td></tr>\n<tr class=\"memdesc:a38eccba4aae77109933d668223e5948c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether the Keees is resting. <br /></td></tr>\n<tr class=\"separator:a38eccba4aae77109933d668223e5948c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab98be6a25c06f1e149ff22c90a6937c9\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab98be6a25c06f1e149ff22c90a6937c9\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab98be6a25c06f1e149ff22c90a6937c9\">travelPoint</a></td></tr>\n<tr class=\"memdesc:ab98be6a25c06f1e149ff22c90a6937c9\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Point the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> is traveling to. <br /></td></tr>\n<tr class=\"separator:ab98be6a25c06f1e149ff22c90a6937c9\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a547b4c212a286e288e38256351776a97\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a547b4c212a286e288e38256351776a97\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a547b4c212a286e288e38256351776a97\">restTime</a></td></tr>\n<tr class=\"memdesc:a547b4c212a286e288e38256351776a97\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The amount of frames the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> will rest for. <br /></td></tr>\n<tr class=\"separator:a547b4c212a286e288e38256351776a97\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab4569cac512e0ee58ace7bdc0e71ea8a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab4569cac512e0ee58ace7bdc0e71ea8a\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab4569cac512e0ee58ace7bdc0e71ea8a\">restStartFrame</a></td></tr>\n<tr class=\"memdesc:ab4569cac512e0ee58ace7bdc0e71ea8a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The frame the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> starts resting. <br /></td></tr>\n<tr class=\"separator:ab4569cac512e0ee58ace7bdc0e71ea8a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9ecd9b101873fd64a9406ebd550dc761\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9ecd9b101873fd64a9406ebd550dc761\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9ecd9b101873fd64a9406ebd550dc761\">flyStartFrame</a></td></tr>\n<tr class=\"memdesc:a9ecd9b101873fd64a9406ebd550dc761\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The frame the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> starts flying on. <br /></td></tr>\n<tr class=\"separator:a9ecd9b101873fd64a9406ebd550dc761\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9931a961d40612b60a09eec8607198a4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9931a961d40612b60a09eec8607198a4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9931a961d40612b60a09eec8607198a4\">spriteIndex</a></td></tr>\n<tr class=\"memdesc:a9931a961d40612b60a09eec8607198a4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The sprite list index. <br /></td></tr>\n<tr class=\"separator:a9931a961d40612b60a09eec8607198a4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a30dd6801255414be0d18fdba0f321bca\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a30dd6801255414be0d18fdba0f321bca\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a30dd6801255414be0d18fdba0f321bca\">maxHP</a></td></tr>\n<tr class=\"memdesc:a30dd6801255414be0d18fdba0f321bca\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> max health. <br /></td></tr>\n<tr class=\"separator:a30dd6801255414be0d18fdba0f321bca\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a41e62f021c65cd05dc748e265265be71\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a41e62f021c65cd05dc748e265265be71\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a41e62f021c65cd05dc748e265265be71\">HP</a></td></tr>\n<tr class=\"memdesc:a41e62f021c65cd05dc748e265265be71\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> current health. <br /></td></tr>\n<tr class=\"separator:a41e62f021c65cd05dc748e265265be71\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2698d3b6a02884479d1613d236618728\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2698d3b6a02884479d1613d236618728\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2698d3b6a02884479d1613d236618728\">dmg</a></td></tr>\n<tr class=\"memdesc:a2698d3b6a02884479d1613d236618728\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> damage. <br /></td></tr>\n<tr class=\"separator:a2698d3b6a02884479d1613d236618728\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae61225fd17e93f8441dae1eef5e41538\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ae61225fd17e93f8441dae1eef5e41538\">image</a></td></tr>\n<tr class=\"memdesc:ae61225fd17e93f8441dae1eef5e41538\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> current sprite.  <a href=\"#ae61225fd17e93f8441dae1eef5e41538\">More...</a><br /></td></tr>\n<tr class=\"separator:ae61225fd17e93f8441dae1eef5e41538\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0217078fcd7416adddc4d3671c3a653e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0217078fcd7416adddc4d3671c3a653e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a0217078fcd7416adddc4d3671c3a653e\">sprites</a></td></tr>\n<tr class=\"memdesc:a0217078fcd7416adddc4d3671c3a653e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> sprite list. <br /></td></tr>\n<tr class=\"separator:a0217078fcd7416adddc4d3671c3a653e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4d93a0d3f92f4e23517b90e538d40467\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4d93a0d3f92f4e23517b90e538d40467\">xSpeed</a></td></tr>\n<tr class=\"memdesc:a4d93a0d3f92f4e23517b90e538d40467\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The current x-directional speed for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> in movement/stationary state.  <a href=\"#a4d93a0d3f92f4e23517b90e538d40467\">More...</a><br /></td></tr>\n<tr class=\"separator:a4d93a0d3f92f4e23517b90e538d40467\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6a288010700b821bc27840aa94faf35f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6a288010700b821bc27840aa94faf35f\">ySpeed</a></td></tr>\n<tr class=\"memdesc:a6a288010700b821bc27840aa94faf35f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The current y-directional speed for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> in movement/stationary state.  <a href=\"#a6a288010700b821bc27840aa94faf35f\">More...</a><br /></td></tr>\n<tr class=\"separator:a6a288010700b821bc27840aa94faf35f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4cb2d09574c5b9590ea9f9d30c942a16\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4cb2d09574c5b9590ea9f9d30c942a16\">hitCount</a></td></tr>\n<tr class=\"memdesc:a4cb2d09574c5b9590ea9f9d30c942a16\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer value representing the buffer for the number of hits for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> after being hit by player character.  <a href=\"#a4cb2d09574c5b9590ea9f9d30c942a16\">More...</a><br /></td></tr>\n<tr class=\"separator:a4cb2d09574c5b9590ea9f9d30c942a16\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\">isHit</a></td></tr>\n<tr class=\"memdesc:a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the current state if <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> has collided with player character attack.  <a href=\"#a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\">More...</a><br /></td></tr>\n<tr class=\"separator:a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_attribs_classactor_1_1enemy_1_1_enemy\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_attribs_classactor_1_1enemy_1_1_enemy')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Attributes inherited from <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td></tr>\n<tr class=\"memitem:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa1cb2b099f1405c72c5aead1f72ca273\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aa1cb2b099f1405c72c5aead1f72ca273\">image</a></td></tr>\n<tr class=\"memdesc:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> Pygame surface. <br /></td></tr>\n<tr class=\"separator:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aea251391a575a128f97cfd1806311f1e inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aea251391a575a128f97cfd1806311f1e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">rect</a></td></tr>\n<tr class=\"memdesc:aea251391a575a128f97cfd1806311f1e inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectanlge that represents enemy. <br /></td></tr>\n<tr class=\"separator:aea251391a575a128f97cfd1806311f1e inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0e6ba00fdf6dd7aba8b872f7b21040a7 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a0e6ba00fdf6dd7aba8b872f7b21040a7\">id</a></td></tr>\n<tr class=\"memdesc:a0e6ba00fdf6dd7aba8b872f7b21040a7 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> x postion.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a0e6ba00fdf6dd7aba8b872f7b21040a7\">More...</a><br /></td></tr>\n<tr class=\"separator:a0e6ba00fdf6dd7aba8b872f7b21040a7 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac706787533eed329ba4d3f69018dfd4f inherit 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href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">stuncount</a></td></tr>\n<tr class=\"memdesc:a682e04fb5525441486f5ecfdd1a2d879 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Remaining stun frames. <br /></td></tr>\n<tr class=\"separator:a682e04fb5525441486f5ecfdd1a2d879 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad57e864feaa058d6e05344a5131e3c3b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ad57e864feaa058d6e05344a5131e3c3b\">maxHP</a></td></tr>\n<tr class=\"memdesc:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> max health. <br /></td></tr>\n<tr class=\"separator:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a628179612c6af830270a9fd49e147bce\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a628179612c6af830270a9fd49e147bce\">HP</a></td></tr>\n<tr class=\"memdesc:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> current health. <br /></td></tr>\n<tr class=\"separator:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a23382d6dec9cbf34c1feec91de95db36\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a23382d6dec9cbf34c1feec91de95db36\">dmg</a></td></tr>\n<tr class=\"memdesc:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> damage. <br /></td></tr>\n<tr class=\"separator:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">hitCount</a></td></tr>\n<tr class=\"memdesc:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the buffer for the number of hits for the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> after being hit by player character.  <a href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">More...</a><br /></td></tr>\n<tr class=\"separator:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">hitdir</a></td></tr>\n<tr class=\"memdesc:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the direction <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> is hit in by player character attack.  <a href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">More...</a><br /></td></tr>\n<tr class=\"separator:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aeb8e66f955c0233222186a0b31ffebec\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aeb8e66f955c0233222186a0b31ffebec\">xSpeed</a></td></tr>\n<tr class=\"memdesc:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the x direction. <br /></td></tr>\n<tr class=\"separator:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9df94b7c1824222274977377fc61de0b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a9df94b7c1824222274977377fc61de0b\">ySpeed</a></td></tr>\n<tr class=\"memdesc:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the y direction. <br /></td></tr>\n<tr class=\"separator:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2c89ef588742abcdeb22215bb381d69b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td></tr>\n<tr class=\"memdesc:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames the enemy has been alive. <br /></td></tr>\n<tr class=\"separator:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> enemy. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a5a6d46ac05ff7500ab07e0494ddbe3ce\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a5a6d46ac05ff7500ab07e0494ddbe3ce\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>. </p>\n<p>Constructor takes two parameters, the x and y coordinates </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a2c191c26fc310458619fdf49166e8434\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a2c191c26fc310458619fdf49166e8434\">&#9670;&nbsp;</a></span>checkState()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.checkState </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Evaluates the state of the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>. </p>\n<p>Evalautes if the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> if moving, if it can stop, if it is in iframes, and if it has died </p>\n\n</div>\n</div>\n<a id=\"a838343717716ba48c0519e73d702cac9\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a838343717716ba48c0519e73d702cac9\">&#9670;&nbsp;</a></span>enemyLogic()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.enemyLogic </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Controls <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> logic. </p>\n<p>Uses the states to control the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> </p>\n\n</div>\n</div>\n<a id=\"ad69c85211ff8008fd3c223296dc16af7\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ad69c85211ff8008fd3c223296dc16af7\">&#9670;&nbsp;</a></span>genRestLength()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.genRestLength </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Sets the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> rest length. </p>\n<p>Generates a random number between [1,2] inclusive as the rest time between movements and sets the rest start frame to the current frame </p>\n\n</div>\n</div>\n<a id=\"a7abbd03624a6695b83d3086e48957d86\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a7abbd03624a6695b83d3086e48957d86\">&#9670;&nbsp;</a></span>genTravelPoint()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.genTravelPoint </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates a new travel point for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>. </p>\n<p>Generate a random point to move to between 0 an the width - 30 of the screen for the x coordinate and between 0 and the height - 30 of the screen for the y coordinate </p>\n\n</div>\n</div>\n<a id=\"a6fe0305b143de210b4b161a1091f7891\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a6fe0305b143de210b4b161a1091f7891\">&#9670;&nbsp;</a></span>setMoveSpeed()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.setMoveSpeed </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Sets the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> x and y movement speed. </p>\n<p>Compares the two lengths of travel (x and y) and sets the speed in which ever direction is longer to the max speed and the other to a scalar multiple of the max speed based on the ratio of the two lengths </p>\n\n</div>\n</div>\n<a id=\"a61477e66e28a62bb0a72a302b13c3ca0\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a61477e66e28a62bb0a72a302b13c3ca0\">&#9670;&nbsp;</a></span>stop()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.stop </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Stops the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a>. </p>\n<p>Sets the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> speed in the x direction and the y direction to zero </p>\n\n</div>\n</div>\n<a id=\"aee33f864229b0a7aa9a8b1d258ed696b\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aee33f864229b0a7aa9a8b1d258ed696b\">&#9670;&nbsp;</a></span>switchSprite()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.keese.Keese.switchSprite 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enemy. \">Keese</a> after being hit by player character. </p>\n\n</div>\n</div>\n<a id=\"ae61225fd17e93f8441dae1eef5e41538\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae61225fd17e93f8441dae1eef5e41538\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.keese.Keese.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> current sprite. </p>\n<p>Set <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> starting sprite. </p>\n\n</div>\n</div>\n<a id=\"a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a88d77dbe81f2a8ab5e25bfb8bb1b2ae7\">&#9670;&nbsp;</a></span>isHit</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.keese.Keese.isHit</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the current state if <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> has collided with player character attack. </p>\n\n</div>\n</div>\n<a id=\"a4d93a0d3f92f4e23517b90e538d40467\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a4d93a0d3f92f4e23517b90e538d40467\">&#9670;&nbsp;</a></span>xSpeed</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.keese.Keese.xSpeed</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The current x-directional speed for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"a6a288010700b821bc27840aa94faf35f\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a6a288010700b821bc27840aa94faf35f\">&#9670;&nbsp;</a></span>ySpeed</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.keese.Keese.ySpeed</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The current y-directional speed for <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"keese_8py.html\">keese.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/classactor_1_1player_1_1_player-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>player</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">Player</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.player.Player Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab706da8ac6c2ddecb694069c9c55485b\">__init__</a>(self, x, y, hud)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2b481f9bd7f42a0dc98beec777ec5401\">attack</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a77d57d979bab2c2918501b536130cd4f\">attackbool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a9014fc320d75f42a42067131ef359521\">attackcount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a544178e6ebb1b49a348753c870df24f1\">attacksprite</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a479ddb8958705d9cbd7830e9ba59f8c5\">attacksword</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab05b71626b99e6cb0babce2d9f7bbb49\">attackupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae7fd956a4af73cb7079ebac7fd02c500\">collidbuy</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2d44111bc500754466a7cc60f560a3b1\">collision</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a427c65b6cb4d5b960493ead3cfc3fda1\">collisionupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a5cf8c2343817f5fdf357579fc078b677\">debug</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a569ec214c309ddbf82e414c310861832\">dir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aae66aa3ba8ee37f20c3f24278c203f5b\">dirbool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad9f2b3abde9b91875f4840fed4f64da2\">doorcount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aa3b90c5623839511cd22f4e0ee1745ea\">hasWon</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8678a9b7bbec1f8a257498fdd66597fb\">hbar</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80a7403771d9fb980354b43241eb21d2\">hit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a0c6434fb932d898b1ec1ed77c97d46b5\">hitcount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae153752032a484c8f84d11a3bd4ad922\">hp</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae166fad5513e8a1afbf28b7090f84385\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a3f083bf2ff3a0c9fd8838d1292eb6c24\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6c97e5519cba645d52374ef46537b913\">item</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad03534ba44251c9d8d6b72d2b1cc027e\">itembool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#afa08d9f1172947ccc9eb5e5bae3a7a8e\">kbar</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2be3c96f039bbc8e535f2bc2a9379b75\">keys</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80b827225d4cd1ece986735ed50ccaab\">leveltrans</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8ac11a22aa47b7febd29d1c740f00452\">move</a>(self, d, b)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a62a06e2de507cf924ceb42c478e0acb9\">moveable</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a43e8f90a1db2286bfb59f80853dcb336\">movechar</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a709570fc745642d3ad2764e4d973491b\">moveupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4f3f92ac7e33ec63e49914610d1cd5ed\">obj</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a1dd72a6eb3f660ee7ae95848e534b5b4\">oldx</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a732ab21f88b48cad06541e86e4f5166c\">oldy</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a31f4d4cef26800b302bb683ab0008851\">rbar</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a17fb13fa8c9bb02af137a6f5e83d2620\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aafe402d4ccb42214e7afa642a97a91ee\">rupes</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#acf96b0094e3294d7c0d0dcc23a2450e2\">spawncount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab086494231fe0db5a191209fb496aa32\">spawning</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a303bd9cebacff3d0c25b359e18d7bb3a\">speed</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#af93fcffe1d5f4b16ad7ca71b54a779d7\">totalhp</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a20c476e0a1df612e3560916b9beda6ef\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aacc64de5a021da2b0cfd9535309617e3\">useitem</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4671e233ca20a575cd6cf6019a56bb12\">walkDown</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6a324fb53de6ee4b4bab31ea3fc0ffcf\">walkLeft</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae4f80d82c8fa045ba5f244d3418b1a1a\">walkRight</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae184fcb45669b5da9ce115fcf4446099\">walkUp</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1player_1_1_player.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.player.Player Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>player</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">Player</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1player_1_1_player-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.player.Player Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> Class  A pygame sprite subclass for defining the creation of the game's playable character, as well as its interactions with both the user and other entities within the game.  \n <a href=\"classactor_1_1player_1_1_player.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.player.Player:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1player_1_1_player.png\" usemap=\"#actor.player.Player_map\" alt=\"\"/>\n  <map id=\"actor.player.Player_map\" name=\"actor.player.Player_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:ab706da8ac6c2ddecb694069c9c55485b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab706da8ac6c2ddecb694069c9c55485b\">__init__</a> (self, x, y, hud)</td></tr>\n<tr class=\"memdesc:ab706da8ac6c2ddecb694069c9c55485b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> constructor  The constructor for the player object, used within the initialization of the game.  <a href=\"#ab706da8ac6c2ddecb694069c9c55485b\">More...</a><br /></td></tr>\n<tr class=\"separator:ab706da8ac6c2ddecb694069c9c55485b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a43e8f90a1db2286bfb59f80853dcb336\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a43e8f90a1db2286bfb59f80853dcb336\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a43e8f90a1db2286bfb59f80853dcb336\">movechar</a> (self)</td></tr>\n<tr class=\"memdesc:a43e8f90a1db2286bfb59f80853dcb336\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to move the player in a specified direction. <br /></td></tr>\n<tr class=\"separator:a43e8f90a1db2286bfb59f80853dcb336\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8ac11a22aa47b7febd29d1c740f00452\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8ac11a22aa47b7febd29d1c740f00452\">move</a> (self, d, b)</td></tr>\n<tr class=\"memdesc:a8ac11a22aa47b7febd29d1c740f00452\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to store which movement buttons are being pressed and let go of by the user.  <a href=\"#a8ac11a22aa47b7febd29d1c740f00452\">More...</a><br /></td></tr>\n<tr class=\"separator:a8ac11a22aa47b7febd29d1c740f00452\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2b481f9bd7f42a0dc98beec777ec5401\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2b481f9bd7f42a0dc98beec777ec5401\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2b481f9bd7f42a0dc98beec777ec5401\">attack</a> (self)</td></tr>\n<tr class=\"memdesc:a2b481f9bd7f42a0dc98beec777ec5401\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to react to the user pressing the attack button, putting the player into an attack animation and spawning a sword for the duration. <br /></td></tr>\n<tr class=\"separator:a2b481f9bd7f42a0dc98beec777ec5401\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aacc64de5a021da2b0cfd9535309617e3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aacc64de5a021da2b0cfd9535309617e3\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aacc64de5a021da2b0cfd9535309617e3\">useitem</a> (self)</td></tr>\n<tr class=\"memdesc:aacc64de5a021da2b0cfd9535309617e3\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to react to the user pressing the use item button, putting the player into an attack animation and spawning a boomerang for the duration. <br /></td></tr>\n<tr class=\"separator:aacc64de5a021da2b0cfd9535309617e3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a709570fc745642d3ad2764e4d973491b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a709570fc745642d3ad2764e4d973491b\">moveupdate</a> (self)</td></tr>\n<tr class=\"memdesc:a709570fc745642d3ad2764e4d973491b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">UPDATE LOOP FUNCTIONS.  <a href=\"#a709570fc745642d3ad2764e4d973491b\">More...</a><br /></td></tr>\n<tr class=\"separator:a709570fc745642d3ad2764e4d973491b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab05b71626b99e6cb0babce2d9f7bbb49\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab05b71626b99e6cb0babce2d9f7bbb49\">attackupdate</a> (self)</td></tr>\n<tr class=\"memdesc:ab05b71626b99e6cb0babce2d9f7bbb49\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update function for attack and boomerang conditions, as well as handing user collision with enemies (damage taken)  Checks sword collision on enemies, and checks the timeout on both the sword and boomerang attack animations, telling the player when they can move again.  <a href=\"#ab05b71626b99e6cb0babce2d9f7bbb49\">More...</a><br /></td></tr>\n<tr class=\"separator:ab05b71626b99e6cb0babce2d9f7bbb49\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a427c65b6cb4d5b960493ead3cfc3fda1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a427c65b6cb4d5b960493ead3cfc3fda1\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a427c65b6cb4d5b960493ead3cfc3fda1\">collisionupdate</a> (self)</td></tr>\n<tr class=\"memdesc:a427c65b6cb4d5b960493ead3cfc3fda1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update function to check collisions between the player and any specified collidable objects, and call their respective collision events. <br /></td></tr>\n<tr class=\"separator:a427c65b6cb4d5b960493ead3cfc3fda1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a20c476e0a1df612e3560916b9beda6ef\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a20c476e0a1df612e3560916b9beda6ef\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a20c476e0a1df612e3560916b9beda6ef\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a20c476e0a1df612e3560916b9beda6ef\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> master update function, running all update functions, repeated in main file loop. <br /></td></tr>\n<tr class=\"separator:a20c476e0a1df612e3560916b9beda6ef\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a3f083bf2ff3a0c9fd8838d1292eb6c24\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a3f083bf2ff3a0c9fd8838d1292eb6c24\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a3f083bf2ff3a0c9fd8838d1292eb6c24\">image</a></td></tr>\n<tr class=\"memdesc:a3f083bf2ff3a0c9fd8838d1292eb6c24\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> sprite image. <br /></td></tr>\n<tr class=\"separator:a3f083bf2ff3a0c9fd8838d1292eb6c24\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae166fad5513e8a1afbf28b7090f84385\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae166fad5513e8a1afbf28b7090f84385\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae166fad5513e8a1afbf28b7090f84385\">id</a></td></tr>\n<tr class=\"memdesc:ae166fad5513e8a1afbf28b7090f84385\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Collision ID (To tell other objects what this object is) <br /></td></tr>\n<tr class=\"separator:ae166fad5513e8a1afbf28b7090f84385\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a80b827225d4cd1ece986735ed50ccaab\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a80b827225d4cd1ece986735ed50ccaab\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80b827225d4cd1ece986735ed50ccaab\">leveltrans</a></td></tr>\n<tr class=\"memdesc:a80b827225d4cd1ece986735ed50ccaab\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean value to tell the game when the player has left the room, and a room transition is needed. <br /></td></tr>\n<tr class=\"separator:a80b827225d4cd1ece986735ed50ccaab\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a17fb13fa8c9bb02af137a6f5e83d2620\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a17fb13fa8c9bb02af137a6f5e83d2620\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a17fb13fa8c9bb02af137a6f5e83d2620\">rect</a></td></tr>\n<tr class=\"memdesc:a17fb13fa8c9bb02af137a6f5e83d2620\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> x and y position. <br /></td></tr>\n<tr class=\"separator:a17fb13fa8c9bb02af137a6f5e83d2620\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6a324fb53de6ee4b4bab31ea3fc0ffcf\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6a324fb53de6ee4b4bab31ea3fc0ffcf\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6a324fb53de6ee4b4bab31ea3fc0ffcf\">walkLeft</a></td></tr>\n<tr class=\"memdesc:a6a324fb53de6ee4b4bab31ea3fc0ffcf\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Animation sprites for player walking left. <br /></td></tr>\n<tr class=\"separator:a6a324fb53de6ee4b4bab31ea3fc0ffcf\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae4f80d82c8fa045ba5f244d3418b1a1a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae4f80d82c8fa045ba5f244d3418b1a1a\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae4f80d82c8fa045ba5f244d3418b1a1a\">walkRight</a></td></tr>\n<tr class=\"memdesc:ae4f80d82c8fa045ba5f244d3418b1a1a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Animation sprites for player walking right. <br /></td></tr>\n<tr class=\"separator:ae4f80d82c8fa045ba5f244d3418b1a1a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae184fcb45669b5da9ce115fcf4446099\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae184fcb45669b5da9ce115fcf4446099\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae184fcb45669b5da9ce115fcf4446099\">walkUp</a></td></tr>\n<tr class=\"memdesc:ae184fcb45669b5da9ce115fcf4446099\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Animation sprites for player walking up. <br /></td></tr>\n<tr class=\"separator:ae184fcb45669b5da9ce115fcf4446099\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4671e233ca20a575cd6cf6019a56bb12\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a4671e233ca20a575cd6cf6019a56bb12\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4671e233ca20a575cd6cf6019a56bb12\">walkDown</a></td></tr>\n<tr class=\"memdesc:a4671e233ca20a575cd6cf6019a56bb12\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Animation sprites for player walking down. <br /></td></tr>\n<tr class=\"separator:a4671e233ca20a575cd6cf6019a56bb12\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a544178e6ebb1b49a348753c870df24f1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a544178e6ebb1b49a348753c870df24f1\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a544178e6ebb1b49a348753c870df24f1\">attacksprite</a></td></tr>\n<tr class=\"memdesc:a544178e6ebb1b49a348753c870df24f1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Animation sprites for player attacking. <br /></td></tr>\n<tr class=\"separator:a544178e6ebb1b49a348753c870df24f1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4f3f92ac7e33ec63e49914610d1cd5ed\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a4f3f92ac7e33ec63e49914610d1cd5ed\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4f3f92ac7e33ec63e49914610d1cd5ed\">obj</a></td></tr>\n<tr class=\"memdesc:a4f3f92ac7e33ec63e49914610d1cd5ed\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of objects that the player can collide with. <br /></td></tr>\n<tr class=\"separator:a4f3f92ac7e33ec63e49914610d1cd5ed\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8678a9b7bbec1f8a257498fdd66597fb\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a8678a9b7bbec1f8a257498fdd66597fb\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8678a9b7bbec1f8a257498fdd66597fb\">hbar</a></td></tr>\n<tr class=\"memdesc:a8678a9b7bbec1f8a257498fdd66597fb\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Health bar corresponding to the player's health. <br /></td></tr>\n<tr class=\"separator:a8678a9b7bbec1f8a257498fdd66597fb\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a31f4d4cef26800b302bb683ab0008851\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a31f4d4cef26800b302bb683ab0008851\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a31f4d4cef26800b302bb683ab0008851\">rbar</a></td></tr>\n<tr class=\"memdesc:a31f4d4cef26800b302bb683ab0008851\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rupee bar corresponding to the player's rupy count. <br /></td></tr>\n<tr class=\"separator:a31f4d4cef26800b302bb683ab0008851\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:afa08d9f1172947ccc9eb5e5bae3a7a8e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afa08d9f1172947ccc9eb5e5bae3a7a8e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#afa08d9f1172947ccc9eb5e5bae3a7a8e\">kbar</a></td></tr>\n<tr class=\"memdesc:afa08d9f1172947ccc9eb5e5bae3a7a8e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Key bar corresponding to the player's key count. <br /></td></tr>\n<tr class=\"separator:afa08d9f1172947ccc9eb5e5bae3a7a8e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af93fcffe1d5f4b16ad7ca71b54a779d7\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af93fcffe1d5f4b16ad7ca71b54a779d7\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#af93fcffe1d5f4b16ad7ca71b54a779d7\">totalhp</a></td></tr>\n<tr class=\"memdesc:af93fcffe1d5f4b16ad7ca71b54a779d7\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s maximum HP amount. <br /></td></tr>\n<tr class=\"separator:af93fcffe1d5f4b16ad7ca71b54a779d7\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae153752032a484c8f84d11a3bd4ad922\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae153752032a484c8f84d11a3bd4ad922\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae153752032a484c8f84d11a3bd4ad922\">hp</a></td></tr>\n<tr class=\"memdesc:ae153752032a484c8f84d11a3bd4ad922\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s current HP amount (starts at max) <br /></td></tr>\n<tr class=\"separator:ae153752032a484c8f84d11a3bd4ad922\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aafe402d4ccb42214e7afa642a97a91ee\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aafe402d4ccb42214e7afa642a97a91ee\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aafe402d4ccb42214e7afa642a97a91ee\">rupes</a></td></tr>\n<tr class=\"memdesc:aafe402d4ccb42214e7afa642a97a91ee\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s rupee counter. <br /></td></tr>\n<tr class=\"separator:aafe402d4ccb42214e7afa642a97a91ee\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2be3c96f039bbc8e535f2bc2a9379b75\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2be3c96f039bbc8e535f2bc2a9379b75\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2be3c96f039bbc8e535f2bc2a9379b75\">keys</a></td></tr>\n<tr class=\"memdesc:a2be3c96f039bbc8e535f2bc2a9379b75\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s key counter. <br /></td></tr>\n<tr class=\"separator:a2be3c96f039bbc8e535f2bc2a9379b75\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2d44111bc500754466a7cc60f560a3b1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2d44111bc500754466a7cc60f560a3b1\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2d44111bc500754466a7cc60f560a3b1\">collision</a></td></tr>\n<tr class=\"memdesc:a2d44111bc500754466a7cc60f560a3b1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether the player is currently colliding with anything. <br /></td></tr>\n<tr class=\"separator:a2d44111bc500754466a7cc60f560a3b1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae7fd956a4af73cb7079ebac7fd02c500\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae7fd956a4af73cb7079ebac7fd02c500\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae7fd956a4af73cb7079ebac7fd02c500\">collidbuy</a></td></tr>\n<tr class=\"memdesc:ae7fd956a4af73cb7079ebac7fd02c500\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether the player has collided with the shop object. <br /></td></tr>\n<tr class=\"separator:ae7fd956a4af73cb7079ebac7fd02c500\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad9f2b3abde9b91875f4840fed4f64da2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad9f2b3abde9b91875f4840fed4f64da2\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad9f2b3abde9b91875f4840fed4f64da2\">doorcount</a></td></tr>\n<tr class=\"memdesc:ad9f2b3abde9b91875f4840fed4f64da2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">How long the player needs to walk into a locked door to use a key and unlock it (Prevents touching and unlocking doors by accident) <br /></td></tr>\n<tr class=\"separator:ad9f2b3abde9b91875f4840fed4f64da2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab086494231fe0db5a191209fb496aa32\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab086494231fe0db5a191209fb496aa32\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab086494231fe0db5a191209fb496aa32\">spawning</a></td></tr>\n<tr class=\"memdesc:ab086494231fe0db5a191209fb496aa32\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Checks whether the player has just entered a room. <br /></td></tr>\n<tr class=\"separator:ab086494231fe0db5a191209fb496aa32\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acf96b0094e3294d7c0d0dcc23a2450e2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"acf96b0094e3294d7c0d0dcc23a2450e2\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#acf96b0094e3294d7c0d0dcc23a2450e2\">spawncount</a></td></tr>\n<tr class=\"memdesc:acf96b0094e3294d7c0d0dcc23a2450e2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Number of frames before the user can take control of the player when they enter a room. <br /></td></tr>\n<tr class=\"separator:acf96b0094e3294d7c0d0dcc23a2450e2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a62a06e2de507cf924ceb42c478e0acb9\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a62a06e2de507cf924ceb42c478e0acb9\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a62a06e2de507cf924ceb42c478e0acb9\">moveable</a></td></tr>\n<tr class=\"memdesc:a62a06e2de507cf924ceb42c478e0acb9\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean allowing and stoping the player from moving. <br /></td></tr>\n<tr class=\"separator:a62a06e2de507cf924ceb42c478e0acb9\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a77d57d979bab2c2918501b536130cd4f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a77d57d979bab2c2918501b536130cd4f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a77d57d979bab2c2918501b536130cd4f\">attackbool</a></td></tr>\n<tr class=\"memdesc:a77d57d979bab2c2918501b536130cd4f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean to tell whether the player is attacking or not. <br /></td></tr>\n<tr class=\"separator:a77d57d979bab2c2918501b536130cd4f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9014fc320d75f42a42067131ef359521\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9014fc320d75f42a42067131ef359521\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a9014fc320d75f42a42067131ef359521\">attackcount</a></td></tr>\n<tr class=\"memdesc:a9014fc320d75f42a42067131ef359521\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Attack counter, to control how long the attack lasts. <br /></td></tr>\n<tr class=\"separator:a9014fc320d75f42a42067131ef359521\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a479ddb8958705d9cbd7830e9ba59f8c5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a479ddb8958705d9cbd7830e9ba59f8c5\">attacksword</a></td></tr>\n<tr class=\"memdesc:a479ddb8958705d9cbd7830e9ba59f8c5\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Holder for a sword object when attacking.  <a href=\"#a479ddb8958705d9cbd7830e9ba59f8c5\">More...</a><br /></td></tr>\n<tr class=\"separator:a479ddb8958705d9cbd7830e9ba59f8c5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6c97e5519cba645d52374ef46537b913\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6c97e5519cba645d52374ef46537b913\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6c97e5519cba645d52374ef46537b913\">item</a></td></tr>\n<tr class=\"memdesc:a6c97e5519cba645d52374ef46537b913\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Holder for a boomerang object when using item. <br /></td></tr>\n<tr class=\"separator:a6c97e5519cba645d52374ef46537b913\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad03534ba44251c9d8d6b72d2b1cc027e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad03534ba44251c9d8d6b72d2b1cc027e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad03534ba44251c9d8d6b72d2b1cc027e\">itembool</a></td></tr>\n<tr class=\"memdesc:ad03534ba44251c9d8d6b72d2b1cc027e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean to tell whether the player is using their boomerang or not. <br /></td></tr>\n<tr class=\"separator:ad03534ba44251c9d8d6b72d2b1cc027e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a1dd72a6eb3f660ee7ae95848e534b5b4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a1dd72a6eb3f660ee7ae95848e534b5b4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a1dd72a6eb3f660ee7ae95848e534b5b4\">oldx</a></td></tr>\n<tr class=\"memdesc:a1dd72a6eb3f660ee7ae95848e534b5b4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s x value one frame ago. <br /></td></tr>\n<tr class=\"separator:a1dd72a6eb3f660ee7ae95848e534b5b4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a732ab21f88b48cad06541e86e4f5166c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a732ab21f88b48cad06541e86e4f5166c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a732ab21f88b48cad06541e86e4f5166c\">oldy</a></td></tr>\n<tr class=\"memdesc:a732ab21f88b48cad06541e86e4f5166c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a>'s y value one frame ago. <br /></td></tr>\n<tr class=\"separator:a732ab21f88b48cad06541e86e4f5166c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aae66aa3ba8ee37f20c3f24278c203f5b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aae66aa3ba8ee37f20c3f24278c203f5b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aae66aa3ba8ee37f20c3f24278c203f5b\">dirbool</a></td></tr>\n<tr class=\"memdesc:aae66aa3ba8ee37f20c3f24278c203f5b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean array to tell which directional buttons are pressed or not (starting left going clockwise, dirbool[0] is left, dirbool[1] is up, etc) <br /></td></tr>\n<tr class=\"separator:aae66aa3ba8ee37f20c3f24278c203f5b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a569ec214c309ddbf82e414c310861832\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a569ec214c309ddbf82e414c310861832\">dir</a></td></tr>\n<tr class=\"memdesc:a569ec214c309ddbf82e414c310861832\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Current direction the player is facing.  <a href=\"#a569ec214c309ddbf82e414c310861832\">More...</a><br /></td></tr>\n<tr class=\"separator:a569ec214c309ddbf82e414c310861832\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a80a7403771d9fb980354b43241eb21d2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a80a7403771d9fb980354b43241eb21d2\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80a7403771d9fb980354b43241eb21d2\">hit</a></td></tr>\n<tr class=\"memdesc:a80a7403771d9fb980354b43241eb21d2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Boolean on whether the player was recently hit. <br /></td></tr>\n<tr class=\"separator:a80a7403771d9fb980354b43241eb21d2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0c6434fb932d898b1ec1ed77c97d46b5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0c6434fb932d898b1ec1ed77c97d46b5\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a0c6434fb932d898b1ec1ed77c97d46b5\">hitcount</a></td></tr>\n<tr class=\"memdesc:a0c6434fb932d898b1ec1ed77c97d46b5\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">How long a hit counts for on the player (how long until self.hit turns off) <br /></td></tr>\n<tr class=\"separator:a0c6434fb932d898b1ec1ed77c97d46b5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a303bd9cebacff3d0c25b359e18d7bb3a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a303bd9cebacff3d0c25b359e18d7bb3a\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a303bd9cebacff3d0c25b359e18d7bb3a\">speed</a></td></tr>\n<tr class=\"memdesc:a303bd9cebacff3d0c25b359e18d7bb3a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Per-frame unit speed of player. <br /></td></tr>\n<tr class=\"separator:a303bd9cebacff3d0c25b359e18d7bb3a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5cf8c2343817f5fdf357579fc078b677\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5cf8c2343817f5fdf357579fc078b677\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a5cf8c2343817f5fdf357579fc078b677\">debug</a></td></tr>\n<tr class=\"memdesc:a5cf8c2343817f5fdf357579fc078b677\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Whether debug mode is on/off. <br /></td></tr>\n<tr class=\"separator:a5cf8c2343817f5fdf357579fc078b677\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa3b90c5623839511cd22f4e0ee1745ea\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa3b90c5623839511cd22f4e0ee1745ea\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aa3b90c5623839511cd22f4e0ee1745ea\">hasWon</a></td></tr>\n<tr class=\"memdesc:aa3b90c5623839511cd22f4e0ee1745ea\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Has the player won or not. <br /></td></tr>\n<tr class=\"separator:aa3b90c5623839511cd22f4e0ee1745ea\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> Class  A pygame sprite subclass for defining the creation of the game's playable character, as well as its interactions with both the user and other entities within the game. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"ab706da8ac6c2ddecb694069c9c55485b\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ab706da8ac6c2ddecb694069c9c55485b\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.player.Player.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>hud</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for defining the creation of the game&#39;s playable character...\">Player</a> constructor  The constructor for the player object, used within the initialization of the game. </p>\n<p>The only arguments passed are an initial x and y position, as well as heads-up-display (HUD) elements. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>Initial player x coordinate </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Initial player y coordinate </td></tr>\n    <tr><td class=\"paramname\">hud</td><td>Array of HUD elements which act directly with the user's tracked values (health bar, rupy/key count) </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"ab05b71626b99e6cb0babce2d9f7bbb49\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ab05b71626b99e6cb0babce2d9f7bbb49\">&#9670;&nbsp;</a></span>attackupdate()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.player.Player.attackupdate </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Update function for attack and boomerang conditions, as well as handing user collision with enemies (damage taken)  Checks sword collision on enemies, and checks the timeout on both the sword and boomerang attack animations, telling the player when they can move again. </p>\n<p>Also updates the player and reacts accordingly to recieving damage. </p>\n\n</div>\n</div>\n<a id=\"a8ac11a22aa47b7febd29d1c740f00452\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a8ac11a22aa47b7febd29d1c740f00452\">&#9670;&nbsp;</a></span>move()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.player.Player.move </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>d</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>b</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Function to store which movement buttons are being pressed and let go of by the user. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">d</td><td>Direction related to the button pressed (integer value from 0 to 3, starting from the left and going clockwise) </td></tr>\n    <tr><td class=\"paramname\">b</td><td>Boolean value on whether the button is pressed or not </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<a id=\"a709570fc745642d3ad2764e4d973491b\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a709570fc745642d3ad2764e4d973491b\">&#9670;&nbsp;</a></span>moveupdate()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.player.Player.moveupdate </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>UPDATE LOOP FUNCTIONS. </p>\n<p>Update function for player movement and according sprite animation </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a479ddb8958705d9cbd7830e9ba59f8c5\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a479ddb8958705d9cbd7830e9ba59f8c5\">&#9670;&nbsp;</a></span>attacksword</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.player.Player.attacksword</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Holder for a sword object when attacking. </p>\n<p>Sprite function to delete a sprite object and all relations of the object in the project. </p>\n\n</div>\n</div>\n<a id=\"a569ec214c309ddbf82e414c310861832\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a569ec214c309ddbf82e414c310861832\">&#9670;&nbsp;</a></span>dir</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.player.Player.dir</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Current direction the player is facing. </p>\n<p>Render Appropriate Sprites According to movement. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"player_8py.html\">player.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>rupee</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">Rupee_Bar</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.rupee.Rupee_Bar Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">actor.rupee.Rupee_Bar</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#acd0085452fdaff7478db209487bc8a80\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">actor.rupee.Rupee_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#a8a0f7e6f0ac2c12e172d691e2fe4aba4\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">actor.rupee.Rupee_Bar</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#ace89c66353c7b26fafa8a52a5fec2733\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">actor.rupee.Rupee_Bar</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1rupee_1_1_rupee___bar.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.rupee.Rupee_Bar Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>rupee</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\">Rupee_Bar</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1rupee_1_1_rupee___bar-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.rupee.Rupee_Bar Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the RupeeBar object.  \n <a href=\"classactor_1_1rupee_1_1_rupee___bar.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.rupee.Rupee_Bar:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1rupee_1_1_rupee___bar.png\" usemap=\"#actor.rupee.Rupee_5FBar_map\" alt=\"\"/>\n  <map id=\"actor.rupee.Rupee_5FBar_map\" name=\"actor.rupee.Rupee_5FBar_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:acd0085452fdaff7478db209487bc8a80\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#acd0085452fdaff7478db209487bc8a80\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:acd0085452fdaff7478db209487bc8a80\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for the RupeeBar object.  <a href=\"#acd0085452fdaff7478db209487bc8a80\">More...</a><br /></td></tr>\n<tr class=\"separator:acd0085452fdaff7478db209487bc8a80\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a8a0f7e6f0ac2c12e172d691e2fe4aba4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#a8a0f7e6f0ac2c12e172d691e2fe4aba4\">image</a></td></tr>\n<tr class=\"memdesc:a8a0f7e6f0ac2c12e172d691e2fe4aba4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the sprite image of the <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\" title=\"This class represents the RupeeBar object. \">Rupee_Bar</a> object.  <a href=\"#a8a0f7e6f0ac2c12e172d691e2fe4aba4\">More...</a><br /></td></tr>\n<tr class=\"separator:a8a0f7e6f0ac2c12e172d691e2fe4aba4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ace89c66353c7b26fafa8a52a5fec2733\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#ace89c66353c7b26fafa8a52a5fec2733\">rect</a></td></tr>\n<tr class=\"memdesc:ace89c66353c7b26fafa8a52a5fec2733\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents rectangle for collision and position for the sprite image of the <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\" title=\"This class represents the RupeeBar object. \">Rupee_Bar</a> object.  <a href=\"#ace89c66353c7b26fafa8a52a5fec2733\">More...</a><br /></td></tr>\n<tr class=\"separator:ace89c66353c7b26fafa8a52a5fec2733\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the RupeeBar object. </p>\n<p>The Rupee class uses the Pygame library and SpriteSheet module to create an image for the </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"acd0085452fdaff7478db209487bc8a80\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#acd0085452fdaff7478db209487bc8a80\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.rupee.Rupee_Bar.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for the RupeeBar object. </p>\n<p>Constructor for class initializes the x and y location of the RupeeBar object. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>this represents the x-coordinate at which the RupeeBar object will be drawn. </td></tr>\n    <tr><td class=\"paramname\">y</td><td>this represents the y-coordinate at which the RupeehBar object will be drawn. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a8a0f7e6f0ac2c12e172d691e2fe4aba4\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a8a0f7e6f0ac2c12e172d691e2fe4aba4\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.rupee.Rupee_Bar.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the sprite image of the <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\" title=\"This class represents the RupeeBar object. \">Rupee_Bar</a> object. </p>\n\n</div>\n</div>\n<a id=\"ace89c66353c7b26fafa8a52a5fec2733\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ace89c66353c7b26fafa8a52a5fec2733\">&#9670;&nbsp;</a></span>rect</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.rupee.Rupee_Bar.rect</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents rectangle for collision and position for the sprite image of the <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html\" title=\"This class represents the RupeeBar object. \">Rupee_Bar</a> object. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"rupee_8py.html\">rupee.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>spritesheet</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">SpriteSheet</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.spritesheet.SpriteSheet Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">actor.spritesheet.SpriteSheet</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a00df0cb80c019436add7a699a83c5ae2\">__init__</a>(self, file_name)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">actor.spritesheet.SpriteSheet</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ad2c4f5b00c63a9377b64fe28ef26587b\">get_image</a>(self, x, y, width, height)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">actor.spritesheet.SpriteSheet</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a2d0883c80dad8344520f40f6fd2b79a6\">get_imageNT</a>(self, x, y, width, height)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">actor.spritesheet.SpriteSheet</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ae4eb015142736df995f9564c47f4ddd6\">sprite_sheet</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">actor.spritesheet.SpriteSheet</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1spritesheet_1_1_sprite_sheet.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.spritesheet.SpriteSheet Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>spritesheet</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\">SpriteSheet</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1spritesheet_1_1_sprite_sheet-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.spritesheet.SpriteSheet Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> object, allowing sprites to be loaded and processed.  \n <a href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.spritesheet.SpriteSheet:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1spritesheet_1_1_sprite_sheet.png\" usemap=\"#actor.spritesheet.SpriteSheet_map\" alt=\"\"/>\n  <map id=\"actor.spritesheet.SpriteSheet_map\" name=\"actor.spritesheet.SpriteSheet_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a00df0cb80c019436add7a699a83c5ae2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a00df0cb80c019436add7a699a83c5ae2\">__init__</a> (self, file_name)</td></tr>\n<tr class=\"memdesc:a00df0cb80c019436add7a699a83c5ae2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> class.  <a href=\"#a00df0cb80c019436add7a699a83c5ae2\">More...</a><br /></td></tr>\n<tr class=\"separator:a00df0cb80c019436add7a699a83c5ae2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad2c4f5b00c63a9377b64fe28ef26587b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ad2c4f5b00c63a9377b64fe28ef26587b\">get_image</a> (self, x, y, width, height)</td></tr>\n<tr class=\"memdesc:ad2c4f5b00c63a9377b64fe28ef26587b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Accessor to return an image splice from the loaded <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>.  <a href=\"#ad2c4f5b00c63a9377b64fe28ef26587b\">More...</a><br /></td></tr>\n<tr class=\"separator:ad2c4f5b00c63a9377b64fe28ef26587b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2d0883c80dad8344520f40f6fd2b79a6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a2d0883c80dad8344520f40f6fd2b79a6\">get_imageNT</a> (self, x, y, width, height)</td></tr>\n<tr class=\"memdesc:a2d0883c80dad8344520f40f6fd2b79a6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Accessor to return an image splice from the loaded <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>, WITHOUT removing the image background.  <a href=\"#a2d0883c80dad8344520f40f6fd2b79a6\">More...</a><br /></td></tr>\n<tr class=\"separator:a2d0883c80dad8344520f40f6fd2b79a6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:ae4eb015142736df995f9564c47f4ddd6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ae4eb015142736df995f9564c47f4ddd6\">sprite_sheet</a></td></tr>\n<tr class=\"memdesc:ae4eb015142736df995f9564c47f4ddd6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the current spritesheet loaded from the specific file_name path.  <a href=\"#ae4eb015142736df995f9564c47f4ddd6\">More...</a><br /></td></tr>\n<tr class=\"separator:ae4eb015142736df995f9564c47f4ddd6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> object, allowing sprites to be loaded and processed. </p>\n<p>The <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> class uses the Pygame library to load images and change the transperancy on those images. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a00df0cb80c019436add7a699a83c5ae2\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a00df0cb80c019436add7a699a83c5ae2\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.spritesheet.SpriteSheet.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>file_name</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> class. </p>\n<p>This constructor initializes an image file using the Pygame library. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">file_name</td><td>This is the string representing the path to the image file. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"ad2c4f5b00c63a9377b64fe28ef26587b\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ad2c4f5b00c63a9377b64fe28ef26587b\">&#9670;&nbsp;</a></span>get_image()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.spritesheet.SpriteSheet.get_image </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>width</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>height</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Accessor to return an image splice from the loaded <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </p>\n<p>This accessor returns an image splice based on the x,y location and the height and width of the image. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>The x-coordinate for starting point of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">y</td><td>The y-coordinate for starting point of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">width</td><td>The width of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">height</td><td>The height of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n  </table>\n  </dd>\n</dl>\n<dl class=\"section return\"><dt>Returns</dt><dd>image This returns the newly spliced image after removing the image background transparency. </dd></dl>\n\n</div>\n</div>\n<a id=\"a2d0883c80dad8344520f40f6fd2b79a6\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a2d0883c80dad8344520f40f6fd2b79a6\">&#9670;&nbsp;</a></span>get_imageNT()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.spritesheet.SpriteSheet.get_imageNT </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>width</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>height</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Accessor to return an image splice from the loaded <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>, WITHOUT removing the image background. </p>\n<p>This accessor returns an image splice based on the x,y location and the height and width of the image. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>The x-coordinate for starting point of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">y</td><td>The y-coordinate for starting point of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">width</td><td>The width of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n    <tr><td class=\"paramname\">height</td><td>The height of the splice on the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a>. </td></tr>\n  </table>\n  </dd>\n</dl>\n<dl class=\"section return\"><dt>Returns</dt><dd>image This returns the newly spliced image WITHOUT removing the image background transparency. </dd></dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"ae4eb015142736df995f9564c47f4ddd6\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae4eb015142736df995f9564c47f4ddd6\">&#9670;&nbsp;</a></span>sprite_sheet</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.spritesheet.SpriteSheet.sprite_sheet</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the current spritesheet loaded from the specific file_name path. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"spritesheet_8py.html\">spritesheet.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classactor_1_1stalfos_1_1_stalfos-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>stalfos</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">Stalfos</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.stalfos.Stalfos Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ad8c4e62f51605d1b83c80e21263334af\">__init__</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adea3ec3198efffc7015efb4b49a44a69\">checkState</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae98d09367d88672074d0ae4622b03eda\">direction</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9d2a9b04c99612889141d0c89309beb1\">dmg</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a1789c1afbf23d5983dec9432578fd058\">enemyLogic</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aba32f6c73afde82b410eee05e86c6545\">genTravelPath</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a>(self, direc)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aaebbd89b15752a9cca8e144dd6645b7b\">hitCount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#acc6601a3d6ab3ff329bf2cd9f5186ef3\">hitdir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adff362c2a85501a23a65192fe991af3d\">HP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a0e6ba00fdf6dd7aba8b872f7b21040a7\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a138d42da7f7b1333cc3739642c55673d\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a60385857eaf3f3b7aacc4bec982223eb\">isHit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a75c99c163e71b951ea617a47e2ed1dda\">isMoving</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43fcf57e6c8f01de5789d44065645d63\">maxHP</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">move</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a359a06edb086b7c8a5c2092c53ee1e38\">obj</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae5e4aa1e1b15ec9e23b59e73584bd474\">oldx</a></td><td class=\"entry\"><a 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class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac3fe6cc13509504318f492473795dc41\">setWalkSpeed</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9036a53b8457cda5d4955ad65dde6ae0\">spriteIndex</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae17287c8f3a51b650b3f99cad297b3f1\">sprites</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">stop</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">stuncount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae583478be5ec05f00f4f3fb460516012\">walkFrames</a></td><td class=\"entry\"><a 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class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.stalfos.Stalfos Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>stalfos</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">Stalfos</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1stalfos_1_1_stalfos-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.stalfos.Stalfos Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> enemy.  \n <a href=\"classactor_1_1stalfos_1_1_stalfos.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.stalfos.Stalfos:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1stalfos_1_1_stalfos.png\" usemap=\"#actor.stalfos.Stalfos_map\" alt=\"\"/>\n  <map id=\"actor.stalfos.Stalfos_map\" name=\"actor.stalfos.Stalfos_map\">\n<area href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \" alt=\"actor.enemy.Enemy\" shape=\"rect\" coords=\"0,56,124,80\"/>\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:ad8c4e62f51605d1b83c80e21263334af\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ad8c4e62f51605d1b83c80e21263334af\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:ad8c4e62f51605d1b83c80e21263334af\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#ad8c4e62f51605d1b83c80e21263334af\">More...</a><br /></td></tr>\n<tr class=\"separator:ad8c4e62f51605d1b83c80e21263334af\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:adea3ec3198efffc7015efb4b49a44a69\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adea3ec3198efffc7015efb4b49a44a69\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:adea3ec3198efffc7015efb4b49a44a69\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Evaluates the state of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#adea3ec3198efffc7015efb4b49a44a69\">More...</a><br /></td></tr>\n<tr class=\"separator:adea3ec3198efffc7015efb4b49a44a69\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a1789c1afbf23d5983dec9432578fd058\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a1789c1afbf23d5983dec9432578fd058\">enemyLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a1789c1afbf23d5983dec9432578fd058\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Controls <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> logic.  <a href=\"#a1789c1afbf23d5983dec9432578fd058\">More...</a><br /></td></tr>\n<tr class=\"separator:a1789c1afbf23d5983dec9432578fd058\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aba32f6c73afde82b410eee05e86c6545\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aba32f6c73afde82b410eee05e86c6545\">genTravelPath</a> (self)</td></tr>\n<tr class=\"memdesc:aba32f6c73afde82b410eee05e86c6545\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates a new travel point for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#aba32f6c73afde82b410eee05e86c6545\">More...</a><br /></td></tr>\n<tr class=\"separator:aba32f6c73afde82b410eee05e86c6545\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac3fe6cc13509504318f492473795dc41\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac3fe6cc13509504318f492473795dc41\">setWalkSpeed</a> (self)</td></tr>\n<tr class=\"memdesc:ac3fe6cc13509504318f492473795dc41\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sets the walk speed of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#ac3fe6cc13509504318f492473795dc41\">More...</a><br /></td></tr>\n<tr class=\"separator:ac3fe6cc13509504318f492473795dc41\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">stop</a> (self)</td></tr>\n<tr class=\"memdesc:abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Stops the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">More...</a><br /></td></tr>\n<tr class=\"separator:abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_methods_classactor_1_1enemy_1_1_enemy\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_methods_classactor_1_1enemy_1_1_enemy')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Member Functions inherited from <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td></tr>\n<tr class=\"memitem:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">__init__</a> (self, x, y)</td></tr>\n<tr class=\"memdesc:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">More...</a><br /></td></tr>\n<tr class=\"separator:a6924d71617a5022d67fd46b36141dfd2 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"afa749d4d6a88fac474c3929ccd3b0753\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">checkState</a> (self)</td></tr>\n<tr class=\"memdesc:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for evaluating <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> state. <br /></td></tr>\n<tr class=\"separator:afa749d4d6a88fac474c3929ccd3b0753 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">move</a> (self)</td></tr>\n<tr class=\"memdesc:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Moves the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">More...</a><br /></td></tr>\n<tr class=\"separator:acae64f8e1e7e13ee7c440c74e3c214c8 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a94d38c945f048b873e33a539fb7cf502\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">enemyLogic</a> (self)</td></tr>\n<tr class=\"memdesc:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Empty function for logic of <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>. <br /></td></tr>\n<tr class=\"separator:a94d38c945f048b873e33a539fb7cf502 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">update</a> (self)</td></tr>\n<tr class=\"memdesc:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Update loop for a <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">More...</a><br /></td></tr>\n<tr class=\"separator:a5a7ad5761870721d959d491b33eb4908 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">hit</a> (self, direc)</td></tr>\n<tr class=\"memdesc:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Hit dectetion for <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">More...</a><br /></td></tr>\n<tr class=\"separator:a26b704148d13a372e1bf150937e30673 inherit pub_methods_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a75c99c163e71b951ea617a47e2ed1dda\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a75c99c163e71b951ea617a47e2ed1dda\">isMoving</a></td></tr>\n<tr class=\"memdesc:a75c99c163e71b951ea617a47e2ed1dda\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Call superclass constructor.  <a href=\"#a75c99c163e71b951ea617a47e2ed1dda\">More...</a><br /></td></tr>\n<tr class=\"separator:a75c99c163e71b951ea617a47e2ed1dda\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7e91c289f586728284c20c3963b86b06\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a7e91c289f586728284c20c3963b86b06\">previousDirection</a></td></tr>\n<tr class=\"memdesc:a7e91c289f586728284c20c3963b86b06\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Movement integer value for previous direction of movement for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> state.  <a href=\"#a7e91c289f586728284c20c3963b86b06\">More...</a><br /></td></tr>\n<tr class=\"separator:a7e91c289f586728284c20c3963b86b06\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae98d09367d88672074d0ae4622b03eda\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae98d09367d88672074d0ae4622b03eda\">direction</a></td></tr>\n<tr class=\"memdesc:ae98d09367d88672074d0ae4622b03eda\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Movement integer value for current direction of movement for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> state.  <a href=\"#ae98d09367d88672074d0ae4622b03eda\">More...</a><br /></td></tr>\n<tr class=\"separator:ae98d09367d88672074d0ae4622b03eda\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae583478be5ec05f00f4f3fb460516012\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae583478be5ec05f00f4f3fb460516012\">walkFrames</a></td></tr>\n<tr class=\"memdesc:ae583478be5ec05f00f4f3fb460516012\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer representing the frames walked by Staflos in movement state.  <a href=\"#ae583478be5ec05f00f4f3fb460516012\">More...</a><br /></td></tr>\n<tr class=\"separator:ae583478be5ec05f00f4f3fb460516012\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac0fcfca44d7cc2642a4116806bb6b1b6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac0fcfca44d7cc2642a4116806bb6b1b6\">walkStartFrame</a></td></tr>\n<tr class=\"memdesc:ac0fcfca44d7cc2642a4116806bb6b1b6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer value for movement frame for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> during movement state.  <a href=\"#ac0fcfca44d7cc2642a4116806bb6b1b6\">More...</a><br /></td></tr>\n<tr class=\"separator:ac0fcfca44d7cc2642a4116806bb6b1b6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae5e4aa1e1b15ec9e23b59e73584bd474\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae5e4aa1e1b15ec9e23b59e73584bd474\">oldx</a></td></tr>\n<tr class=\"memdesc:ae5e4aa1e1b15ec9e23b59e73584bd474\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the previous x-location of <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state.  <a href=\"#ae5e4aa1e1b15ec9e23b59e73584bd474\">More...</a><br /></td></tr>\n<tr class=\"separator:ae5e4aa1e1b15ec9e23b59e73584bd474\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a591766705ab3a05f6c09f71172c1a8c4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a591766705ab3a05f6c09f71172c1a8c4\">oldy</a></td></tr>\n<tr class=\"memdesc:a591766705ab3a05f6c09f71172c1a8c4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the previous y-location of <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state.  <a href=\"#a591766705ab3a05f6c09f71172c1a8c4\">More...</a><br /></td></tr>\n<tr class=\"separator:a591766705ab3a05f6c09f71172c1a8c4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a359a06edb086b7c8a5c2092c53ee1e38\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a359a06edb086b7c8a5c2092c53ee1e38\">obj</a></td></tr>\n<tr class=\"memdesc:a359a06edb086b7c8a5c2092c53ee1e38\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the list of objects <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> can collide with, in movement/stationary state.  <a href=\"#a359a06edb086b7c8a5c2092c53ee1e38\">More...</a><br /></td></tr>\n<tr class=\"separator:a359a06edb086b7c8a5c2092c53ee1e38\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a43fcf57e6c8f01de5789d44065645d63\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43fcf57e6c8f01de5789d44065645d63\">maxHP</a></td></tr>\n<tr class=\"memdesc:a43fcf57e6c8f01de5789d44065645d63\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The integer value setting the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> health to maximum health.  <a href=\"#a43fcf57e6c8f01de5789d44065645d63\">More...</a><br /></td></tr>\n<tr class=\"separator:a43fcf57e6c8f01de5789d44065645d63\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:adff362c2a85501a23a65192fe991af3d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adff362c2a85501a23a65192fe991af3d\">HP</a></td></tr>\n<tr class=\"memdesc:adff362c2a85501a23a65192fe991af3d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The integer value representing Current <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> health.  <a href=\"#adff362c2a85501a23a65192fe991af3d\">More...</a><br /></td></tr>\n<tr class=\"separator:adff362c2a85501a23a65192fe991af3d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9d2a9b04c99612889141d0c89309beb1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9d2a9b04c99612889141d0c89309beb1\">dmg</a></td></tr>\n<tr class=\"memdesc:a9d2a9b04c99612889141d0c89309beb1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The integer value representing the current damage value that the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> object has received from player character.  <a href=\"#a9d2a9b04c99612889141d0c89309beb1\">More...</a><br /></td></tr>\n<tr class=\"separator:a9d2a9b04c99612889141d0c89309beb1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a138d42da7f7b1333cc3739642c55673d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a138d42da7f7b1333cc3739642c55673d\">image</a></td></tr>\n<tr class=\"memdesc:a138d42da7f7b1333cc3739642c55673d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Spritesheet for the acessing of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> sprite image.  <a href=\"#a138d42da7f7b1333cc3739642c55673d\">More...</a><br /></td></tr>\n<tr class=\"separator:a138d42da7f7b1333cc3739642c55673d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae17287c8f3a51b650b3f99cad297b3f1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae17287c8f3a51b650b3f99cad297b3f1\">sprites</a></td></tr>\n<tr class=\"memdesc:ae17287c8f3a51b650b3f99cad297b3f1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates a list of sprites list for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#ae17287c8f3a51b650b3f99cad297b3f1\">More...</a><br /></td></tr>\n<tr class=\"separator:ae17287c8f3a51b650b3f99cad297b3f1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9036a53b8457cda5d4955ad65dde6ae0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9036a53b8457cda5d4955ad65dde6ae0\">spriteIndex</a></td></tr>\n<tr class=\"memdesc:a9036a53b8457cda5d4955ad65dde6ae0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the integer value for the current index in the sprite list for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"#a9036a53b8457cda5d4955ad65dde6ae0\">More...</a><br /></td></tr>\n<tr class=\"separator:a9036a53b8457cda5d4955ad65dde6ae0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acc6601a3d6ab3ff329bf2cd9f5186ef3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#acc6601a3d6ab3ff329bf2cd9f5186ef3\">hitdir</a></td></tr>\n<tr class=\"memdesc:acc6601a3d6ab3ff329bf2cd9f5186ef3\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the integer value (0,1,2,3) direction <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> is hit in by player character attack.  <a href=\"#acc6601a3d6ab3ff329bf2cd9f5186ef3\">More...</a><br /></td></tr>\n<tr class=\"separator:acc6601a3d6ab3ff329bf2cd9f5186ef3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aaebbd89b15752a9cca8e144dd6645b7b\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aaebbd89b15752a9cca8e144dd6645b7b\">hitCount</a></td></tr>\n<tr class=\"memdesc:aaebbd89b15752a9cca8e144dd6645b7b\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Integer value representing the buffer for the number of hits for the Enemy after being hit by player character.  <a href=\"#aaebbd89b15752a9cca8e144dd6645b7b\">More...</a><br /></td></tr>\n<tr class=\"separator:aaebbd89b15752a9cca8e144dd6645b7b\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a60385857eaf3f3b7aacc4bec982223eb\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a60385857eaf3f3b7aacc4bec982223eb\">isHit</a></td></tr>\n<tr class=\"memdesc:a60385857eaf3f3b7aacc4bec982223eb\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the current state if <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> has collided with player character attack.  <a href=\"#a60385857eaf3f3b7aacc4bec982223eb\">More...</a><br /></td></tr>\n<tr class=\"separator:a60385857eaf3f3b7aacc4bec982223eb\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a43a40d9338696f2c75c883b13a13ea45\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43a40d9338696f2c75c883b13a13ea45\">xSpeed</a></td></tr>\n<tr class=\"memdesc:a43a40d9338696f2c75c883b13a13ea45\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The current x-directional speed for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state.  <a href=\"#a43a40d9338696f2c75c883b13a13ea45\">More...</a><br /></td></tr>\n<tr class=\"separator:a43a40d9338696f2c75c883b13a13ea45\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab71f0423b0af31ef9f60230eda08ff91\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ab71f0423b0af31ef9f60230eda08ff91\">ySpeed</a></td></tr>\n<tr class=\"memdesc:ab71f0423b0af31ef9f60230eda08ff91\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">The current y-directional speed for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state.  <a href=\"#ab71f0423b0af31ef9f60230eda08ff91\">More...</a><br /></td></tr>\n<tr class=\"separator:ab71f0423b0af31ef9f60230eda08ff91\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"inherit_header pub_attribs_classactor_1_1enemy_1_1_enemy\"><td colspan=\"2\" onclick=\"javascript:toggleInherit('pub_attribs_classactor_1_1enemy_1_1_enemy')\"><img src=\"closed.png\" alt=\"-\"/>&#160;Public Attributes inherited from <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td></tr>\n<tr class=\"memitem:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa1cb2b099f1405c72c5aead1f72ca273\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aa1cb2b099f1405c72c5aead1f72ca273\">image</a></td></tr>\n<tr class=\"memdesc:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> Pygame surface. <br /></td></tr>\n<tr class=\"separator:aa1cb2b099f1405c72c5aead1f72ca273 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aea251391a575a128f97cfd1806311f1e inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aea251391a575a128f97cfd1806311f1e\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">rect</a></td></tr>\n<tr class=\"memdesc:aea251391a575a128f97cfd1806311f1e inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Rectanlge that represents 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pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac706787533eed329ba4d3f69018dfd4f inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ac706787533eed329ba4d3f69018dfd4f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ac706787533eed329ba4d3f69018dfd4f\">isHit</a></td></tr>\n<tr class=\"memdesc:ac706787533eed329ba4d3f69018dfd4f inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Wether the enemy is hit. <br /></td></tr>\n<tr class=\"separator:ac706787533eed329ba4d3f69018dfd4f inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a682e04fb5525441486f5ecfdd1a2d879 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a682e04fb5525441486f5ecfdd1a2d879\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">stuncount</a></td></tr>\n<tr class=\"memdesc:a682e04fb5525441486f5ecfdd1a2d879 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Remaining stun frames. <br /></td></tr>\n<tr class=\"separator:a682e04fb5525441486f5ecfdd1a2d879 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ad57e864feaa058d6e05344a5131e3c3b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ad57e864feaa058d6e05344a5131e3c3b\">maxHP</a></td></tr>\n<tr class=\"memdesc:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> max health. <br /></td></tr>\n<tr class=\"separator:ad57e864feaa058d6e05344a5131e3c3b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a628179612c6af830270a9fd49e147bce\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a628179612c6af830270a9fd49e147bce\">HP</a></td></tr>\n<tr class=\"memdesc:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> current health. <br /></td></tr>\n<tr class=\"separator:a628179612c6af830270a9fd49e147bce inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a23382d6dec9cbf34c1feec91de95db36\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a23382d6dec9cbf34c1feec91de95db36\">dmg</a></td></tr>\n<tr class=\"memdesc:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> damage. <br /></td></tr>\n<tr class=\"separator:a23382d6dec9cbf34c1feec91de95db36 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">hitCount</a></td></tr>\n<tr class=\"memdesc:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the buffer for the number of hits for the <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> after being hit by player character.  <a href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">More...</a><br /></td></tr>\n<tr class=\"separator:aaa23681089031060de8abdf44956b7d1 inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">hitdir</a></td></tr>\n<tr class=\"memdesc:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Represents the direction <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> is hit in by player character attack.  <a href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">More...</a><br /></td></tr>\n<tr class=\"separator:acc0b053f7922d48e2b76b2a0341c2c0c inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aeb8e66f955c0233222186a0b31ffebec\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aeb8e66f955c0233222186a0b31ffebec\">xSpeed</a></td></tr>\n<tr class=\"memdesc:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the x direction. <br /></td></tr>\n<tr class=\"separator:aeb8e66f955c0233222186a0b31ffebec inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9df94b7c1824222274977377fc61de0b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a9df94b7c1824222274977377fc61de0b\">ySpeed</a></td></tr>\n<tr class=\"memdesc:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> speed in the y direction. <br /></td></tr>\n<tr class=\"separator:a9df94b7c1824222274977377fc61de0b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a2c89ef588742abcdeb22215bb381d69b\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">frameCounter</a></td></tr>\n<tr class=\"memdesc:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Total number of frames the enemy has been alive. <br /></td></tr>\n<tr class=\"separator:a2c89ef588742abcdeb22215bb381d69b inherit pub_attribs_classactor_1_1enemy_1_1_enemy\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> enemy. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"ad8c4e62f51605d1b83c80e21263334af\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ad8c4e62f51605d1b83c80e21263334af\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n<p>Constructor takes two parameters, the x and y coordinates </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>X coordinate of the starting postion of the Keese </td></tr>\n    <tr><td class=\"paramname\">y</td><td>Y coordinate of the starting postion of the Keese </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"adea3ec3198efffc7015efb4b49a44a69\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#adea3ec3198efffc7015efb4b49a44a69\">&#9670;&nbsp;</a></span>checkState()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.checkState </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Evaluates the state of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n<p>Evalautes if the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> if moving, if it can stop, if it is in iframes, if it collides with something, and if it has died </p>\n\n</div>\n</div>\n<a id=\"a1789c1afbf23d5983dec9432578fd058\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a1789c1afbf23d5983dec9432578fd058\">&#9670;&nbsp;</a></span>enemyLogic()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.enemyLogic </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Controls <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> logic. </p>\n<p>Uses the states to control the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> </p>\n\n</div>\n</div>\n<a id=\"aba32f6c73afde82b410eee05e86c6545\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aba32f6c73afde82b410eee05e86c6545\">&#9670;&nbsp;</a></span>genTravelPath()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.genTravelPath </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates a new travel point for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n<p>Generates a direction to walk and the distance to move </p>\n\n</div>\n</div>\n<a id=\"ac3fe6cc13509504318f492473795dc41\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ac3fe6cc13509504318f492473795dc41\">&#9670;&nbsp;</a></span>setWalkSpeed()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.setWalkSpeed </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Sets the walk speed of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n<p>Sets speed based on the direction </p>\n\n</div>\n</div>\n<a id=\"abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">&#9670;&nbsp;</a></span>stop()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.Stalfos.stop </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Stops the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n<p>Sets the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> speed in the x direction and the y direction to zero </p>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"ae98d09367d88672074d0ae4622b03eda\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae98d09367d88672074d0ae4622b03eda\">&#9670;&nbsp;</a></span>direction</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.direction</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Movement integer value for current direction of movement for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> state. </p>\n\n</div>\n</div>\n<a id=\"a9d2a9b04c99612889141d0c89309beb1\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9d2a9b04c99612889141d0c89309beb1\">&#9670;&nbsp;</a></span>dmg</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.dmg</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The integer value representing the current damage value that the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> object has received from player character. </p>\n\n</div>\n</div>\n<a id=\"aaebbd89b15752a9cca8e144dd6645b7b\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aaebbd89b15752a9cca8e144dd6645b7b\">&#9670;&nbsp;</a></span>hitCount</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.hitCount</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Integer value representing the buffer for the number of hits for the Enemy after being hit by player character. </p>\n\n</div>\n</div>\n<a id=\"acc6601a3d6ab3ff329bf2cd9f5186ef3\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#acc6601a3d6ab3ff329bf2cd9f5186ef3\">&#9670;&nbsp;</a></span>hitdir</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.hitdir</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the integer value (0,1,2,3) direction <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> is hit in by player character attack. </p>\n\n</div>\n</div>\n<a id=\"adff362c2a85501a23a65192fe991af3d\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#adff362c2a85501a23a65192fe991af3d\">&#9670;&nbsp;</a></span>HP</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.HP</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The integer value representing Current <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> health. </p>\n\n</div>\n</div>\n<a id=\"a138d42da7f7b1333cc3739642c55673d\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a138d42da7f7b1333cc3739642c55673d\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Spritesheet for the acessing of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> sprite image. </p>\n<p>Set <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> starting sprite.</p>\n<p>Sprite image for the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> object. </p>\n\n</div>\n</div>\n<a id=\"a60385857eaf3f3b7aacc4bec982223eb\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a60385857eaf3f3b7aacc4bec982223eb\">&#9670;&nbsp;</a></span>isHit</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.isHit</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the current state if <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> has collided with player character attack. </p>\n\n</div>\n</div>\n<a id=\"a75c99c163e71b951ea617a47e2ed1dda\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a75c99c163e71b951ea617a47e2ed1dda\">&#9670;&nbsp;</a></span>isMoving</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.isMoving</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Call superclass constructor. </p>\n<p>Check for movement.</p>\n<p>Boolean values for keeping track of the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> state. </p>\n\n</div>\n</div>\n<a id=\"a43fcf57e6c8f01de5789d44065645d63\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a43fcf57e6c8f01de5789d44065645d63\">&#9670;&nbsp;</a></span>maxHP</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.maxHP</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The integer value setting the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> health to maximum health. </p>\n\n</div>\n</div>\n<a id=\"a359a06edb086b7c8a5c2092c53ee1e38\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a359a06edb086b7c8a5c2092c53ee1e38\">&#9670;&nbsp;</a></span>obj</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.obj</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the list of objects <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> can collide with, in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"ae5e4aa1e1b15ec9e23b59e73584bd474\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae5e4aa1e1b15ec9e23b59e73584bd474\">&#9670;&nbsp;</a></span>oldx</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.oldx</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the previous x-location of <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"a591766705ab3a05f6c09f71172c1a8c4\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a591766705ab3a05f6c09f71172c1a8c4\">&#9670;&nbsp;</a></span>oldy</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.oldy</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the previous y-location of <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"a7e91c289f586728284c20c3963b86b06\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a7e91c289f586728284c20c3963b86b06\">&#9670;&nbsp;</a></span>previousDirection</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.previousDirection</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Movement integer value for previous direction of movement for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> state. </p>\n\n</div>\n</div>\n<a id=\"a9036a53b8457cda5d4955ad65dde6ae0\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9036a53b8457cda5d4955ad65dde6ae0\">&#9670;&nbsp;</a></span>spriteIndex</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.spriteIndex</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Represents the integer value for the current index in the sprite list for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n\n</div>\n</div>\n<a id=\"ae17287c8f3a51b650b3f99cad297b3f1\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae17287c8f3a51b650b3f99cad297b3f1\">&#9670;&nbsp;</a></span>sprites</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.sprites</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates a list of sprites list for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>. </p>\n\n</div>\n</div>\n<a id=\"ae583478be5ec05f00f4f3fb460516012\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ae583478be5ec05f00f4f3fb460516012\">&#9670;&nbsp;</a></span>walkFrames</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.walkFrames</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Integer representing the frames walked by Staflos in movement state. </p>\n\n</div>\n</div>\n<a id=\"ac0fcfca44d7cc2642a4116806bb6b1b6\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ac0fcfca44d7cc2642a4116806bb6b1b6\">&#9670;&nbsp;</a></span>walkStartFrame</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.walkStartFrame</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Integer value for movement frame for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> during movement state. </p>\n\n</div>\n</div>\n<a id=\"a43a40d9338696f2c75c883b13a13ea45\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a43a40d9338696f2c75c883b13a13ea45\">&#9670;&nbsp;</a></span>xSpeed</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.xSpeed</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The current x-directional speed for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<a id=\"ab71f0423b0af31ef9f60230eda08ff91\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ab71f0423b0af31ef9f60230eda08ff91\">&#9670;&nbsp;</a></span>ySpeed</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.stalfos.Stalfos.ySpeed</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>The current y-directional speed for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> in movement/stationary state. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"stalfos_8py.html\">stalfos.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/classactor_1_1sword_1_1_sword-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>sword</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">Sword</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.sword.Sword Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">actor.sword.Sword</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a311383f1e990c512b78b02c1b28cd7ea\">__init__</a>(self, x, y, direction)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">actor.sword.Sword</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a9fd392562552eb7009662bd7e6701148\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">actor.sword.Sword</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#ae79e5ac458440b092db89e72c26c2aa6\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">actor.sword.Sword</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a4647017ca649b12ca382614b3af59827\">sprite</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">actor.sword.Sword</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: actor.sword.Sword Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>sword</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\">Sword</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classactor_1_1sword_1_1_sword-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">actor.sword.Sword Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Player <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a> Class  Class for the creation and deletion of the sword sprite object, made when the player attacks.  \n <a href=\"classactor_1_1sword_1_1_sword.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for actor.sword.Sword:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classactor_1_1sword_1_1_sword.png\" usemap=\"#actor.sword.Sword_map\" alt=\"\"/>\n  <map id=\"actor.sword.Sword_map\" name=\"actor.sword.Sword_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a311383f1e990c512b78b02c1b28cd7ea\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a311383f1e990c512b78b02c1b28cd7ea\">__init__</a> (self, x, y, direction)</td></tr>\n<tr class=\"memdesc:a311383f1e990c512b78b02c1b28cd7ea\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a> constructor, taking an x and y coordinate, and the direction for the sword to be pointing (player direction)  <a href=\"#a311383f1e990c512b78b02c1b28cd7ea\">More...</a><br /></td></tr>\n<tr class=\"separator:a311383f1e990c512b78b02c1b28cd7ea\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a4647017ca649b12ca382614b3af59827\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a4647017ca649b12ca382614b3af59827\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a4647017ca649b12ca382614b3af59827\">sprite</a></td></tr>\n<tr class=\"memdesc:a4647017ca649b12ca382614b3af59827\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Array of all possible sword directions (following usual directional standards, 0-3, starting at left going clockwise) <br /></td></tr>\n<tr class=\"separator:a4647017ca649b12ca382614b3af59827\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9fd392562552eb7009662bd7e6701148\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a9fd392562552eb7009662bd7e6701148\">image</a></td></tr>\n<tr class=\"memdesc:a9fd392562552eb7009662bd7e6701148\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sprite image of the sword.  <a href=\"#a9fd392562552eb7009662bd7e6701148\">More...</a><br /></td></tr>\n<tr class=\"separator:a9fd392562552eb7009662bd7e6701148\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae79e5ac458440b092db89e72c26c2aa6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae79e5ac458440b092db89e72c26c2aa6\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#ae79e5ac458440b092db89e72c26c2aa6\">rect</a></td></tr>\n<tr class=\"memdesc:ae79e5ac458440b092db89e72c26c2aa6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">X and Y position of the sword. <br /></td></tr>\n<tr class=\"separator:ae79e5ac458440b092db89e72c26c2aa6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Player <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a> Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a311383f1e990c512b78b02c1b28cd7ea\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a311383f1e990c512b78b02c1b28cd7ea\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.sword.Sword.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>direction</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a> constructor, taking an x and y coordinate, and the direction for the sword to be pointing (player direction) </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a>'s x coordinate </td></tr>\n    <tr><td class=\"paramname\">y</td><td><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a>'s y coordinate </td></tr>\n    <tr><td class=\"paramname\">direction</td><td><a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html\" title=\"Player Sword Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \">Sword</a>'s direction (integer from 0 to 3, starting left, going clockwise) </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a9fd392562552eb7009662bd7e6701148\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9fd392562552eb7009662bd7e6701148\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">actor.sword.Sword.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Sprite image of the sword. </p>\n<p>Below is for testing self.image = pygame.Surface([26, 14]) self.image.fill((200, 0, 0)) </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/actor/<a class=\"el\" href=\"sword_8py.html\">sword.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>door</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">Door</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">collision.door.Door Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#ab2b3e5e79d444388807a18f0c2022795\">__init__</a>(self, direction, state)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a905d11890b7fa2fa789d67538136e685\">collision</a>(self, i)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\" class=\"even\"><td class=\"entry\"><b>dir</b> (defined in <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\"><td class=\"entry\"><b>dungeon_sheet</b> (defined in <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a101da4a463e317b8919c0bd1ad73b8df\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a4d8b68c958e4ec059f2e99e53e76abf1\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a9ae0128993d925a4c6bcdb79936dbc4a\">openDoor</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a162269007487f8282278565e2f531a0c\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a22802ca389469576ecc1418e8c3e20b8\">state</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: collision.door.Door Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>door</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">Door</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classcollision_1_1door_1_1_door-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">collision.door.Door Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Dungeon <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon.  \n <a href=\"classcollision_1_1door_1_1_door.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for collision.door.Door:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classcollision_1_1door_1_1_door.png\" usemap=\"#collision.door.Door_map\" alt=\"\"/>\n  <map id=\"collision.door.Door_map\" name=\"collision.door.Door_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:ab2b3e5e79d444388807a18f0c2022795\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#ab2b3e5e79d444388807a18f0c2022795\">__init__</a> (self, direction, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a22802ca389469576ecc1418e8c3e20b8\">state</a>)</td></tr>\n<tr class=\"memdesc:ab2b3e5e79d444388807a18f0c2022795\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> constructor, making a door on the specified side of the dungeon.  <a href=\"#ab2b3e5e79d444388807a18f0c2022795\">More...</a><br /></td></tr>\n<tr class=\"separator:ab2b3e5e79d444388807a18f0c2022795\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a905d11890b7fa2fa789d67538136e685\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a905d11890b7fa2fa789d67538136e685\">collision</a> (self, i)</td></tr>\n<tr class=\"memdesc:a905d11890b7fa2fa789d67538136e685\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This method checks for collision with the <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> object and other sprite object.  <a href=\"#a905d11890b7fa2fa789d67538136e685\">More...</a><br /></td></tr>\n<tr class=\"separator:a905d11890b7fa2fa789d67538136e685\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9ae0128993d925a4c6bcdb79936dbc4a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9ae0128993d925a4c6bcdb79936dbc4a\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a9ae0128993d925a4c6bcdb79936dbc4a\">openDoor</a> (self)</td></tr>\n<tr class=\"memdesc:a9ae0128993d925a4c6bcdb79936dbc4a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to set a door state and sprite to open  Changes a blocked door (state 1/2) to an open door (state 0), changing collision attributes and sprites respectively. <br /></td></tr>\n<tr class=\"separator:a9ae0128993d925a4c6bcdb79936dbc4a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a97c823f719c04f5bf8e5428e7b39b8b5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a97c823f719c04f5bf8e5428e7b39b8b5\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>dungeon_sheet</b></td></tr>\n<tr class=\"separator:a97c823f719c04f5bf8e5428e7b39b8b5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a22802ca389469576ecc1418e8c3e20b8\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a22802ca389469576ecc1418e8c3e20b8\">state</a></td></tr>\n<tr class=\"memdesc:a22802ca389469576ecc1418e8c3e20b8\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">DOOR STATE 0 = open 1 = blocked (objective door) 2 = locked (key door) State of the door, integer value on whether the door is open(0), blocked by an objective(1), or locked(2) (blocked = eg.  <a href=\"#a22802ca389469576ecc1418e8c3e20b8\">More...</a><br /></td></tr>\n<tr class=\"separator:a22802ca389469576ecc1418e8c3e20b8\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0ff4b9ac39898923fae449e1ed392b8a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0ff4b9ac39898923fae449e1ed392b8a\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>dir</b></td></tr>\n<tr class=\"separator:a0ff4b9ac39898923fae449e1ed392b8a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4d8b68c958e4ec059f2e99e53e76abf1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a4d8b68c958e4ec059f2e99e53e76abf1\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a4d8b68c958e4ec059f2e99e53e76abf1\">image</a></td></tr>\n<tr class=\"memdesc:a4d8b68c958e4ec059f2e99e53e76abf1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Sprite image of the door. <br /></td></tr>\n<tr class=\"separator:a4d8b68c958e4ec059f2e99e53e76abf1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a162269007487f8282278565e2f531a0c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a162269007487f8282278565e2f531a0c\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a162269007487f8282278565e2f531a0c\">rect</a></td></tr>\n<tr class=\"memdesc:a162269007487f8282278565e2f531a0c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">X and y coordinates of the image. <br /></td></tr>\n<tr class=\"separator:a162269007487f8282278565e2f531a0c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a101da4a463e317b8919c0bd1ad73b8df\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a101da4a463e317b8919c0bd1ad73b8df\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a101da4a463e317b8919c0bd1ad73b8df\">id</a></td></tr>\n<tr class=\"memdesc:a101da4a463e317b8919c0bd1ad73b8df\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Collision ID (to help other objects identify what they are colliding with and how to react) <br /></td></tr>\n<tr class=\"separator:a101da4a463e317b8919c0bd1ad73b8df\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Dungeon <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"ab2b3e5e79d444388807a18f0c2022795\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ab2b3e5e79d444388807a18f0c2022795\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.door.Door.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>direction</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>state</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> constructor, making a door on the specified side of the dungeon. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">direction</td><td>Integer value of the wall the door will be on (direction from centre of room) </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a905d11890b7fa2fa789d67538136e685\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a905d11890b7fa2fa789d67538136e685\">&#9670;&nbsp;</a></span>collision()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.door.Door.collision </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>i</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This method checks for collision with the <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> object and other sprite object. </p>\n<p>The collision will be checked with the <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> and other sprite object as the object collides with the wall. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">i</td><td>This is the sprite object that is passed into the method, and checks if the object is colliding with the <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> object, reseting the sprite objects location accordingly. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"a22802ca389469576ecc1418e8c3e20b8\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a22802ca389469576ecc1418e8c3e20b8\">&#9670;&nbsp;</a></span>state</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">collision.door.Door.state</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>DOOR STATE 0 = open 1 = blocked (objective door) 2 = locked (key door) State of the door, integer value on whether the door is open(0), blocked by an objective(1), or locked(2) (blocked = eg. </p>\n<p>kill all enemies in room to open) </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/collision/<a class=\"el\" href=\"door_8py.html\">door.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>level</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">Level</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">collision.level.Level Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">collision.level.Level</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a241b5e528c34fdcfe53f70c0041bea2a\">__init__</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">collision.level.Level</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a6be6fa8fdddb3acd8c632933afaa1bd4\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">collision.level.Level</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a8f353b28bfe30c913bb5806d8eff5d54\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">collision.level.Level</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: collision.level.Level Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>level</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\">Level</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classcollision_1_1level_1_1_level-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">collision.level.Level Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Dungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg.  \n <a href=\"classcollision_1_1level_1_1_level.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for collision.level.Level:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classcollision_1_1level_1_1_level.png\" usemap=\"#collision.level.Level_map\" alt=\"\"/>\n  <map id=\"collision.level.Level_map\" name=\"collision.level.Level_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a241b5e528c34fdcfe53f70c0041bea2a\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a241b5e528c34fdcfe53f70c0041bea2a\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a241b5e528c34fdcfe53f70c0041bea2a\">__init__</a> (self)</td></tr>\n<tr class=\"memdesc:a241b5e528c34fdcfe53f70c0041bea2a\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Background initializer  Initialize a background to constantly be printed as game background. <br /></td></tr>\n<tr class=\"separator:a241b5e528c34fdcfe53f70c0041bea2a\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a6be6fa8fdddb3acd8c632933afaa1bd4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6be6fa8fdddb3acd8c632933afaa1bd4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a6be6fa8fdddb3acd8c632933afaa1bd4\">image</a></td></tr>\n<tr class=\"memdesc:a6be6fa8fdddb3acd8c632933afaa1bd4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html\" title=\"Dungeon level background class  Creates the background of a dungeon, can be modified in the future to...\">Level</a> background sprite image. <br /></td></tr>\n<tr class=\"separator:a6be6fa8fdddb3acd8c632933afaa1bd4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8f353b28bfe30c913bb5806d8eff5d54\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a8f353b28bfe30c913bb5806d8eff5d54\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a8f353b28bfe30c913bb5806d8eff5d54\">rect</a></td></tr>\n<tr class=\"memdesc:a8f353b28bfe30c913bb5806d8eff5d54\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Background x and y coordinates (adjusted for the HUD display) <br /></td></tr>\n<tr class=\"separator:a8f353b28bfe30c913bb5806d8eff5d54\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Dungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg. </p>\n</div><hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/collision/<a class=\"el\" href=\"level_8py.html\">level.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classcollision_1_1levelmanager_1_1_level_manager-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>levelmanager</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">LevelManager</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">collision.levelmanager.LevelManager Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac15451905c2523ed3929d877762bb290\">__init__</a>(self, spritelist, collidlist, updatelist)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\"><td class=\"entry\"><b>boss</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#af2f247df791be0e0a8d1adc357e679b4\">cl</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a11bb309e2c9c137a0000f1d94b3788f6\">clear</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\" class=\"even\"><td class=\"entry\"><b>doors</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\"><td class=\"entry\"><b>enarray</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab31d4ea306a0ef50bf25a4a4dd3b9aaf\">endroom</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\"><td class=\"entry\"><b>keyset</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"><span class=\"mlabel\">static</span></td></tr>\n  <tr bgcolor=\"#f0f0f0\" class=\"even\"><td class=\"entry\"><b>killed</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a6f0eec0ff65ac73c32225d1b9cd0ecaa\">LD</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"><span class=\"mlabel\">static</span></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab209d49d600cc240e4faa3fa4a74c9f1\">level</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\">make</a>(self, x, y)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5eb6314d72a5b6a438eb85ef1a926ce0\">open</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a7821297ccd39fd8cb2c2adec0eeaaf8f\">RID</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr bgcolor=\"#f0f0f0\" class=\"even\"><td class=\"entry\"><b>rupeset</b> (defined in <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a>)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"><span class=\"mlabel\">static</span></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a05b0081f0ceb5ff238e29476d26f5bc5\">sl</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac73f0ef69a1d1ff85a906a68cb1e2c86\">transition</a>(self, xchange, ychange)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a612895753b85eced72f425f4f23885fd\">ul</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5d1c987dbd37f1da1496915d4a754d70\">x</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5b6011487a9ea527e43194554dbf1326\">y</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">collision.levelmanager.LevelManager</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: collision.levelmanager.LevelManager Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>levelmanager</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\">LevelManager</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"#pub-static-attribs\">Static Public Attributes</a> &#124;\n<a href=\"classcollision_1_1levelmanager_1_1_level_manager-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">collision.levelmanager.LevelManager Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-written data and loading it when the game starts and when a transition occurs.  \n <a href=\"classcollision_1_1levelmanager_1_1_level_manager.html#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:ac15451905c2523ed3929d877762bb290\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac15451905c2523ed3929d877762bb290\">__init__</a> (self, spritelist, collidlist, updatelist)</td></tr>\n<tr class=\"memdesc:ac15451905c2523ed3929d877762bb290\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Dungeon Level Master Initializer  The class initializer, taking empty lists, each for letting the <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\" title=\"Dungeon Level Constructor  The main function to load a given index of data from leveldata.py, and load it into the game environment. \">make()</a> function define what objects need to be drawn/collidable/updatable.  <a href=\"#ac15451905c2523ed3929d877762bb290\">More...</a><br /></td></tr>\n<tr class=\"separator:ac15451905c2523ed3929d877762bb290\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a02aa3ee9b35d68c9386517c518c101f4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\">make</a> (self, <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5d1c987dbd37f1da1496915d4a754d70\">x</a>, <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5b6011487a9ea527e43194554dbf1326\">y</a>)</td></tr>\n<tr class=\"memdesc:a02aa3ee9b35d68c9386517c518c101f4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Dungeon Level Constructor  The main function to load a given index of data from leveldata.py, and load it into the game environment.  <a href=\"#a02aa3ee9b35d68c9386517c518c101f4\">More...</a><br /></td></tr>\n<tr class=\"separator:a02aa3ee9b35d68c9386517c518c101f4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ac73f0ef69a1d1ff85a906a68cb1e2c86\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac73f0ef69a1d1ff85a906a68cb1e2c86\">transition</a> (self, xchange, ychange)</td></tr>\n<tr class=\"memdesc:ac73f0ef69a1d1ff85a906a68cb1e2c86\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Dungeon level transition function, used to go to an adjacent level, clear all current data, and load new room data.  <a href=\"#ac73f0ef69a1d1ff85a906a68cb1e2c86\">More...</a><br /></td></tr>\n<tr class=\"separator:ac73f0ef69a1d1ff85a906a68cb1e2c86\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5eb6314d72a5b6a438eb85ef1a926ce0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5eb6314d72a5b6a438eb85ef1a926ce0\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5eb6314d72a5b6a438eb85ef1a926ce0\">open</a> (self)</td></tr>\n<tr class=\"memdesc:a5eb6314d72a5b6a438eb85ef1a926ce0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to open all blocked doors in the current dungeon room (usually used when all enemies defeated, locked doors stay locked) <br /></td></tr>\n<tr class=\"separator:a5eb6314d72a5b6a438eb85ef1a926ce0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab31d4ea306a0ef50bf25a4a4dd3b9aaf\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab31d4ea306a0ef50bf25a4a4dd3b9aaf\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab31d4ea306a0ef50bf25a4a4dd3b9aaf\">endroom</a> (self)</td></tr>\n<tr class=\"memdesc:ab31d4ea306a0ef50bf25a4a4dd3b9aaf\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Function to store current data, open all blocked doors, and possibly spawn a key/prize when all enemies defeated  When all enemies in a room are killed, this function is called, changing the enemy array in leveldata.py for the current level to an empty array (so enemies don't reload once you enter again), running the self.open() function to open all blocked doors, and if the roomID is a predetermined key/rupy room, spawn a key/rupy in the middle of the room. <br /></td></tr>\n<tr class=\"separator:ab31d4ea306a0ef50bf25a4a4dd3b9aaf\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a11bb309e2c9c137a0000f1d94b3788f6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a11bb309e2c9c137a0000f1d94b3788f6\"></a>\ndef&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a11bb309e2c9c137a0000f1d94b3788f6\">clear</a> (self)</td></tr>\n<tr class=\"memdesc:a11bb309e2c9c137a0000f1d94b3788f6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Clears the levelmanager's update lists  Empty all sprite lists for the game (spritelist, collisionlist, and updatelist), usually used in transition from one room to another. <br /></td></tr>\n<tr class=\"separator:a11bb309e2c9c137a0000f1d94b3788f6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:a05b0081f0ceb5ff238e29476d26f5bc5\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a05b0081f0ceb5ff238e29476d26f5bc5\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a05b0081f0ceb5ff238e29476d26f5bc5\">sl</a></td></tr>\n<tr class=\"memdesc:a05b0081f0ceb5ff238e29476d26f5bc5\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of objects to be printed (ie player, not invisible walls) <br /></td></tr>\n<tr class=\"separator:a05b0081f0ceb5ff238e29476d26f5bc5\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af2f247df791be0e0a8d1adc357e679b4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af2f247df791be0e0a8d1adc357e679b4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#af2f247df791be0e0a8d1adc357e679b4\">cl</a></td></tr>\n<tr class=\"memdesc:af2f247df791be0e0a8d1adc357e679b4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of objects that can be collided with (ie keese, not level background) <br /></td></tr>\n<tr class=\"separator:af2f247df791be0e0a8d1adc357e679b4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a612895753b85eced72f425f4f23885fd\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a612895753b85eced72f425f4f23885fd\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a612895753b85eced72f425f4f23885fd\">ul</a></td></tr>\n<tr class=\"memdesc:a612895753b85eced72f425f4f23885fd\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of objects that need to be constantly updated (ie player, not walls/static objects) <br /></td></tr>\n<tr class=\"separator:a612895753b85eced72f425f4f23885fd\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5d1c987dbd37f1da1496915d4a754d70\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5d1c987dbd37f1da1496915d4a754d70\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5d1c987dbd37f1da1496915d4a754d70\">x</a></td></tr>\n<tr class=\"memdesc:a5d1c987dbd37f1da1496915d4a754d70\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">X-Coordinate of the level in leveldata's Room ID array (RID[y][x]) <br /></td></tr>\n<tr class=\"separator:a5d1c987dbd37f1da1496915d4a754d70\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a5b6011487a9ea527e43194554dbf1326\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5b6011487a9ea527e43194554dbf1326\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5b6011487a9ea527e43194554dbf1326\">y</a></td></tr>\n<tr class=\"memdesc:a5b6011487a9ea527e43194554dbf1326\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Y-Coordinate of the level in leveldata's Room ID array (RID[y][x]) <br /></td></tr>\n<tr class=\"separator:a5b6011487a9ea527e43194554dbf1326\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab209d49d600cc240e4faa3fa4a74c9f1\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab209d49d600cc240e4faa3fa4a74c9f1\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab209d49d600cc240e4faa3fa4a74c9f1\">level</a></td></tr>\n<tr class=\"memdesc:ab209d49d600cc240e4faa3fa4a74c9f1\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Level background. <br /></td></tr>\n<tr class=\"separator:ab209d49d600cc240e4faa3fa4a74c9f1\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7821297ccd39fd8cb2c2adec0eeaaf8f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a7821297ccd39fd8cb2c2adec0eeaaf8f\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a7821297ccd39fd8cb2c2adec0eeaaf8f\">RID</a></td></tr>\n<tr class=\"memdesc:a7821297ccd39fd8cb2c2adec0eeaaf8f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Misc room spawnings (ie shop room) <br /></td></tr>\n<tr class=\"separator:a7821297ccd39fd8cb2c2adec0eeaaf8f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a28b8cccf02562bdc237c121e45c3a257\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a28b8cccf02562bdc237c121e45c3a257\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>enarray</b></td></tr>\n<tr class=\"separator:a28b8cccf02562bdc237c121e45c3a257\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0f109f01f7dc8b59549e33af889da0ea\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0f109f01f7dc8b59549e33af889da0ea\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>boss</b></td></tr>\n<tr class=\"separator:a0f109f01f7dc8b59549e33af889da0ea\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af88edf373a7c00e94164fccca24c07f3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af88edf373a7c00e94164fccca24c07f3\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>doors</b></td></tr>\n<tr class=\"separator:af88edf373a7c00e94164fccca24c07f3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a755ccaf64de0484a559d99ac313d2fc4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a755ccaf64de0484a559d99ac313d2fc4\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>killed</b></td></tr>\n<tr class=\"separator:a755ccaf64de0484a559d99ac313d2fc4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-static-attribs\"></a>\nStatic Public Attributes</h2></td></tr>\n<tr class=\"memitem:aeaa35419e04210eb9b2c8b41a496fbb2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aeaa35419e04210eb9b2c8b41a496fbb2\"></a>\nlist&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>keyset</b> = [3, 7, 17]</td></tr>\n<tr class=\"separator:aeaa35419e04210eb9b2c8b41a496fbb2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a116fbcd53b1b8da40479cb5db10e21ac\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a116fbcd53b1b8da40479cb5db10e21ac\"></a>\nlist&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>rupeset</b> = [1, 16, 12]</td></tr>\n<tr class=\"separator:a116fbcd53b1b8da40479cb5db10e21ac\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6f0eec0ff65ac73c32225d1b9cd0ecaa\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6f0eec0ff65ac73c32225d1b9cd0ecaa\"></a>\n&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a6f0eec0ff65ac73c32225d1b9cd0ecaa\">LD</a> = None</td></tr>\n<tr class=\"memdesc:a6f0eec0ff65ac73c32225d1b9cd0ecaa\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">List of all rooms to load (to be altered) <br /></td></tr>\n<tr class=\"separator:a6f0eec0ff65ac73c32225d1b9cd0ecaa\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-written data and loading it when the game starts and when a transition occurs. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"ac15451905c2523ed3929d877762bb290\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ac15451905c2523ed3929d877762bb290\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.levelmanager.LevelManager.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>spritelist</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>collidlist</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>updatelist</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Dungeon Level Master Initializer  The class initializer, taking empty lists, each for letting the <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\" title=\"Dungeon Level Constructor  The main function to load a given index of data from leveldata.py, and load it into the game environment. \">make()</a> function define what objects need to be drawn/collidable/updatable. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">spritelist</td><td>List of objects for the game to print (usually empty pygame.sprite.Group) </td></tr>\n    <tr><td class=\"paramname\">collidlist</td><td>List of objects which have a collision interaction with the player (usually empty pygame.sprite.Group) </td></tr>\n    <tr><td class=\"paramname\">updatelist</td><td>List of objects which need to be regularly updated (usually empty pygame.sprite.Group) </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a02aa3ee9b35d68c9386517c518c101f4\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a02aa3ee9b35d68c9386517c518c101f4\">&#9670;&nbsp;</a></span>make()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.levelmanager.LevelManager.make </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Dungeon Level Constructor  The main function to load a given index of data from leveldata.py, and load it into the game environment. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">i</td><td>Index of the room to be created </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<a id=\"ac73f0ef69a1d1ff85a906a68cb1e2c86\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ac73f0ef69a1d1ff85a906a68cb1e2c86\">&#9670;&nbsp;</a></span>transition()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.levelmanager.LevelManager.transition </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>xchange</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>ychange</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Dungeon level transition function, used to go to an adjacent level, clear all current data, and load new room data. </p>\n<dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">j</td><td>Value to add to the current index to get to new room </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/collision/<a class=\"el\" href=\"levelmanager_8py.html\">levelmanager.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>wall</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">Wall</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">collision.wall.Wall Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9e55a33a1a456adb22a7dadc4f26be4c\">__init__</a>(self, x, y, w, h, sprite)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9514acfca4d222ec8d838d7bb29aeb1e\">collision</a>(self, i)</td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#aacfb0da0a2fa307f54a571348a0df427\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#ac5d61504c644c284d3fb0b67e9bcc1c3\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a7bdfce57724f53f3b0879e12f2f3b78e\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">collision.wall.Wall</a></td><td class=\"entry\"></td></tr>\n</table></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/classcollision_1_1wall_1_1_wall.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: collision.wall.Wall Class Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>collision</b></li><li class=\"navelem\"><b>wall</b></li><li class=\"navelem\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\">Wall</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#pub-methods\">Public Member Functions</a> &#124;\n<a href=\"#pub-attribs\">Public Attributes</a> &#124;\n<a href=\"classcollision_1_1wall_1_1_wall-members.html\">List of all members</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">collision.wall.Wall Class Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This class represents the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class for collision for objects in the environment.  \n <a href=\"classcollision_1_1wall_1_1_wall.html#details\">More...</a></p>\n<div class=\"dynheader\">\nInheritance diagram for collision.wall.Wall:</div>\n<div class=\"dyncontent\">\n <div class=\"center\">\n  <img src=\"classcollision_1_1wall_1_1_wall.png\" usemap=\"#collision.wall.Wall_map\" alt=\"\"/>\n  <map id=\"collision.wall.Wall_map\" name=\"collision.wall.Wall_map\">\n</map>\n </div></div>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-methods\"></a>\nPublic Member Functions</h2></td></tr>\n<tr class=\"memitem:a9e55a33a1a456adb22a7dadc4f26be4c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9e55a33a1a456adb22a7dadc4f26be4c\">__init__</a> (self, x, y, w, h, sprite)</td></tr>\n<tr class=\"memdesc:a9e55a33a1a456adb22a7dadc4f26be4c\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Constructor for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class.  <a href=\"#a9e55a33a1a456adb22a7dadc4f26be4c\">More...</a><br /></td></tr>\n<tr class=\"separator:a9e55a33a1a456adb22a7dadc4f26be4c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9514acfca4d222ec8d838d7bb29aeb1e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9514acfca4d222ec8d838d7bb29aeb1e\">collision</a> (self, i)</td></tr>\n<tr class=\"memdesc:a9514acfca4d222ec8d838d7bb29aeb1e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This method checks for collision with the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object and other sprite object.  <a href=\"#a9514acfca4d222ec8d838d7bb29aeb1e\">More...</a><br /></td></tr>\n<tr class=\"separator:a9514acfca4d222ec8d838d7bb29aeb1e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"pub-attribs\"></a>\nPublic Attributes</h2></td></tr>\n<tr class=\"memitem:ac5d61504c644c284d3fb0b67e9bcc1c3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#ac5d61504c644c284d3fb0b67e9bcc1c3\">image</a></td></tr>\n<tr class=\"memdesc:ac5d61504c644c284d3fb0b67e9bcc1c3\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the sprite image for <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object.  <a href=\"#ac5d61504c644c284d3fb0b67e9bcc1c3\">More...</a><br /></td></tr>\n<tr class=\"separator:ac5d61504c644c284d3fb0b67e9bcc1c3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a7bdfce57724f53f3b0879e12f2f3b78e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a7bdfce57724f53f3b0879e12f2f3b78e\">rect</a></td></tr>\n<tr class=\"memdesc:a7bdfce57724f53f3b0879e12f2f3b78e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents rectangle for position for the sprite image of the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object.  <a href=\"#a7bdfce57724f53f3b0879e12f2f3b78e\">More...</a><br /></td></tr>\n<tr class=\"separator:a7bdfce57724f53f3b0879e12f2f3b78e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aacfb0da0a2fa307f54a571348a0df427\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#aacfb0da0a2fa307f54a571348a0df427\">id</a></td></tr>\n<tr class=\"memdesc:aacfb0da0a2fa307f54a571348a0df427\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This represents the ID for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object, ised for collision in <b>main.py</b>.  <a href=\"#aacfb0da0a2fa307f54a571348a0df427\">More...</a><br /></td></tr>\n<tr class=\"separator:aacfb0da0a2fa307f54a571348a0df427\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>This class represents the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class for collision for objects in the environment. </p>\n<p>The <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class uses the base class for visible game objects from Pygame library. </p>\n</div><h2 class=\"groupheader\">Constructor &amp; Destructor Documentation</h2>\n<a id=\"a9e55a33a1a456adb22a7dadc4f26be4c\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9e55a33a1a456adb22a7dadc4f26be4c\">&#9670;&nbsp;</a></span>__init__()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.wall.Wall.__init__ </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>x</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>y</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>w</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>h</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>sprite</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Constructor for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class. </p>\n<p>Constructor for <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> class initializes a <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object based on the x/y location and the width/height of the wall, and the sprite the collision for the wall will be created upon. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">x</td><td>This represents the integer value for the x-location for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object to be created. </td></tr>\n    <tr><td class=\"paramname\">y</td><td>This represents the integer value for the y-location for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object to be created. </td></tr>\n    <tr><td class=\"paramname\">w</td><td>This represents the integer value for the width of the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object when created. </td></tr>\n    <tr><td class=\"paramname\">h</td><td>This represents the integer value for the height of the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object when created. </td></tr>\n    <tr><td class=\"paramname\">sprite</td><td>This represents the sprite that the collison for a <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> will be present upon at all times. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Function Documentation</h2>\n<a id=\"a9514acfca4d222ec8d838d7bb29aeb1e\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a9514acfca4d222ec8d838d7bb29aeb1e\">&#9670;&nbsp;</a></span>collision()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def collision.wall.Wall.collision </td>\n          <td>(</td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>self</em>, </td>\n        </tr>\n        <tr>\n          <td class=\"paramkey\"></td>\n          <td></td>\n          <td class=\"paramtype\">&#160;</td>\n          <td class=\"paramname\"><em>i</em>&#160;</td>\n        </tr>\n        <tr>\n          <td></td>\n          <td>)</td>\n          <td></td><td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This method checks for collision with the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object and other sprite object. </p>\n<p>The collision will be checked with the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> and other sprite object as the object collides with the wall. </p><dl class=\"params\"><dt>Parameters</dt><dd>\n  <table class=\"params\">\n    <tr><td class=\"paramname\">i</td><td>This is the sprite object that is passed into the method, and checks if the object is colliding with the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object, reseting the sprite objects location accordingly. </td></tr>\n  </table>\n  </dd>\n</dl>\n\n</div>\n</div>\n<h2 class=\"groupheader\">Member Data Documentation</h2>\n<a id=\"aacfb0da0a2fa307f54a571348a0df427\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#aacfb0da0a2fa307f54a571348a0df427\">&#9670;&nbsp;</a></span>id</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">collision.wall.Wall.id</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the ID for the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object, ised for collision in <b>main.py</b>. </p>\n\n</div>\n</div>\n<a id=\"ac5d61504c644c284d3fb0b67e9bcc1c3\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#ac5d61504c644c284d3fb0b67e9bcc1c3\">&#9670;&nbsp;</a></span>image</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">collision.wall.Wall.image</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents the sprite image for <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object. </p>\n\n</div>\n</div>\n<a id=\"a7bdfce57724f53f3b0879e12f2f3b78e\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#a7bdfce57724f53f3b0879e12f2f3b78e\">&#9670;&nbsp;</a></span>rect</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">collision.wall.Wall.rect</td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>This represents rectangle for position for the sprite image of the <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html\" title=\"This class represents the Wall class for collision for objects in the environment. \">Wall</a> object. </p>\n\n</div>\n</div>\n<hr/>The documentation for this class was generated from the following file:<ul>\n<li>src/collision/<a class=\"el\" href=\"wall_8py.html\">wall.py</a></li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Index</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a5d7243c9c2aed56f435132ef62b0c7ac\"></a>\ntuple&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a5d7243c9c2aed56f435132ef62b0c7ac\">actor.constants.BLUE</a> = (0,0,255)</td></tr>\n<tr class=\"memdesc:a5d7243c9c2aed56f435132ef62b0c7ac\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the color blue. <br /></td></tr>\n<tr class=\"separator:a5d7243c9c2aed56f435132ef62b0c7ac\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a64ae3dfc2b38d5bb0ec434214290f630\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a64ae3dfc2b38d5bb0ec434214290f630\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a64ae3dfc2b38d5bb0ec434214290f630\">actor.constants.PLAYER_WIDTH</a> = 15</td></tr>\n<tr class=\"memdesc:a64ae3dfc2b38d5bb0ec434214290f630\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the player's width. <br /></td></tr>\n<tr class=\"separator:a64ae3dfc2b38d5bb0ec434214290f630\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a55e4ca1a569ea8638da052b2df17f71d\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a55e4ca1a569ea8638da052b2df17f71d\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a55e4ca1a569ea8638da052b2df17f71d\">actor.constants.PLAYER_HEIGHT</a> = 15</td></tr>\n<tr class=\"memdesc:a55e4ca1a569ea8638da052b2df17f71d\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the player's height. <br /></td></tr>\n<tr class=\"separator:a55e4ca1a569ea8638da052b2df17f71d\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:acfa1b36f657fbaa9eadc9af635c11855\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"acfa1b36f657fbaa9eadc9af635c11855\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#acfa1b36f657fbaa9eadc9af635c11855\">actor.constants.PLAYER_SPEED</a> = 2</td></tr>\n<tr class=\"memdesc:acfa1b36f657fbaa9eadc9af635c11855\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the player's speed. <br /></td></tr>\n<tr class=\"separator:acfa1b36f657fbaa9eadc9af635c11855\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a70070536899bc058cb90821397728a10\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a70070536899bc058cb90821397728a10\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a70070536899bc058cb90821397728a10\">actor.constants.PLAYER_MAX_HP</a> = 3</td></tr>\n<tr class=\"memdesc:a70070536899bc058cb90821397728a10\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the player's max hp. <br /></td></tr>\n<tr class=\"separator:a70070536899bc058cb90821397728a10\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8d40555767665b05f87d70c5c0572005\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a8d40555767665b05f87d70c5c0572005\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a8d40555767665b05f87d70c5c0572005\">actor.constants.PLAYER_DOORCOUNT</a> = 20</td></tr>\n<tr class=\"memdesc:a8d40555767665b05f87d70c5c0572005\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines how many frames the player collides with a locked door before a key is used. <br /></td></tr>\n<tr class=\"separator:a8d40555767665b05f87d70c5c0572005\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aee5a4b60ba93c9c3295946acb6e9496f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aee5a4b60ba93c9c3295946acb6e9496f\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#aee5a4b60ba93c9c3295946acb6e9496f\">actor.constants.PLAYER_SPAWNCOUNT</a> = 8</td></tr>\n<tr class=\"memdesc:aee5a4b60ba93c9c3295946acb6e9496f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines how long the player is uncontrollable for when entering a new room (movement to walk out of door) <br /></td></tr>\n<tr class=\"separator:aee5a4b60ba93c9c3295946acb6e9496f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a9c1056060510048b07f32fb99ca8b93e\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a9c1056060510048b07f32fb99ca8b93e\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a9c1056060510048b07f32fb99ca8b93e\">actor.constants.HIT_SPEED</a> = 12</td></tr>\n<tr class=\"memdesc:a9c1056060510048b07f32fb99ca8b93e\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the speed of the knock back applied per frame. <br /></td></tr>\n<tr class=\"separator:a9c1056060510048b07f32fb99ca8b93e\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a1ce3bee717c1f2397fa5bf2231469675\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a1ce3bee717c1f2397fa5bf2231469675\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a1ce3bee717c1f2397fa5bf2231469675\">actor.constants.HIT_TIME</a> = 5</td></tr>\n<tr class=\"memdesc:a1ce3bee717c1f2397fa5bf2231469675\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the number of frames hit speed is applied for. <br /></td></tr>\n<tr class=\"separator:a1ce3bee717c1f2397fa5bf2231469675\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0d0f589e01cad8a0a5ef1a54253bcf13\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0d0f589e01cad8a0a5ef1a54253bcf13\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a0d0f589e01cad8a0a5ef1a54253bcf13\">actor.constants.HIT_IFRAME</a> = 30</td></tr>\n<tr class=\"memdesc:a0d0f589e01cad8a0a5ef1a54253bcf13\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the number of iframes. <br /></td></tr>\n<tr class=\"separator:a0d0f589e01cad8a0a5ef1a54253bcf13\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab4602bdb853159facf6971c2f7daec55\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab4602bdb853159facf6971c2f7daec55\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ab4602bdb853159facf6971c2f7daec55\">actor.constants.ATK_WIDTH</a> = 15</td></tr>\n<tr class=\"memdesc:ab4602bdb853159facf6971c2f7daec55\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the width of the attack hitbox. <br /></td></tr>\n<tr class=\"separator:ab4602bdb853159facf6971c2f7daec55\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:af8a4f20f7d0cc886ded420fdccd62469\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"af8a4f20f7d0cc886ded420fdccd62469\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#af8a4f20f7d0cc886ded420fdccd62469\">actor.constants.ATK_HEIGHT</a> = 15</td></tr>\n<tr class=\"memdesc:af8a4f20f7d0cc886ded420fdccd62469\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the height of the attack hitbox. <br /></td></tr>\n<tr class=\"separator:af8a4f20f7d0cc886ded420fdccd62469\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae1aa209a8b0a492caf4f0567b0dad1b6\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae1aa209a8b0a492caf4f0567b0dad1b6\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ae1aa209a8b0a492caf4f0567b0dad1b6\">actor.constants.ATK_LENGTH</a> = 10</td></tr>\n<tr class=\"memdesc:ae1aa209a8b0a492caf4f0567b0dad1b6\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the number of frames the hit stays out for. <br /></td></tr>\n<tr class=\"separator:ae1aa209a8b0a492caf4f0567b0dad1b6\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a93a5a6694fa613e1a2385a3c936809db\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a93a5a6694fa613e1a2385a3c936809db\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a93a5a6694fa613e1a2385a3c936809db\">actor.constants.ATK_BUFFER</a> = 20</td></tr>\n<tr class=\"memdesc:a93a5a6694fa613e1a2385a3c936809db\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the number of frames before the next attack can start. <br /></td></tr>\n<tr class=\"separator:a93a5a6694fa613e1a2385a3c936809db\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a0aead92b9865fc807173af637b365530\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a0aead92b9865fc807173af637b365530\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a0aead92b9865fc807173af637b365530\">actor.constants.BOOM_SPEED</a> = 9</td></tr>\n<tr class=\"memdesc:a0aead92b9865fc807173af637b365530\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the bommerang speed. <br /></td></tr>\n<tr class=\"separator:a0aead92b9865fc807173af637b365530\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a18ae93c0c81c57a2de047bf6d0eef0a3\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a18ae93c0c81c57a2de047bf6d0eef0a3\"></a>\nfloat&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a18ae93c0c81c57a2de047bf6d0eef0a3\">actor.constants.BOOM_RETURN</a> = 0.3</td></tr>\n<tr class=\"memdesc:a18ae93c0c81c57a2de047bf6d0eef0a3\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the acceleration in the opposite direction of the bommerang's travel path. <br /></td></tr>\n<tr class=\"separator:a18ae93c0c81c57a2de047bf6d0eef0a3\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab3529cfd84b6fa799b34da57d6487c89\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab3529cfd84b6fa799b34da57d6487c89\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ab3529cfd84b6fa799b34da57d6487c89\">actor.constants.GLOBAL_FRAME_BUFFER</a> = 12</td></tr>\n<tr class=\"memdesc:ab3529cfd84b6fa799b34da57d6487c89\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Coordinate Divisor that determines range in which next sprite should render. <br /></td></tr>\n<tr class=\"separator:ab3529cfd84b6fa799b34da57d6487c89\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ae87d798b9e0dfce36114c5efd5a79efd\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae87d798b9e0dfce36114c5efd5a79efd\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ae87d798b9e0dfce36114c5efd5a79efd\">actor.constants.KEESE_MAX_HP</a> = 1</td></tr>\n<tr class=\"memdesc:ae87d798b9e0dfce36114c5efd5a79efd\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's max hp. <br /></td></tr>\n<tr class=\"separator:ae87d798b9e0dfce36114c5efd5a79efd\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aac73f9ade593b01a50d64b5c5cab762f\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aac73f9ade593b01a50d64b5c5cab762f\"></a>\nfloat&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#aac73f9ade593b01a50d64b5c5cab762f\">actor.constants.KEESE_DMG</a> = 0.5</td></tr>\n<tr class=\"memdesc:aac73f9ade593b01a50d64b5c5cab762f\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's damage. <br /></td></tr>\n<tr class=\"separator:aac73f9ade593b01a50d64b5c5cab762f\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a769b7abc804a214b43c5f235db8f9f43\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a769b7abc804a214b43c5f235db8f9f43\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a769b7abc804a214b43c5f235db8f9f43\">actor.constants.KEESE_MAX_SPEED</a> = 2</td></tr>\n<tr class=\"memdesc:a769b7abc804a214b43c5f235db8f9f43\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's max speed. <br /></td></tr>\n<tr class=\"separator:a769b7abc804a214b43c5f235db8f9f43\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab652b667f5566e379eed42daf759b3f0\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab652b667f5566e379eed42daf759b3f0\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ab652b667f5566e379eed42daf759b3f0\">actor.constants.KEESE_MIN_SPEED</a> = 1</td></tr>\n<tr class=\"memdesc:ab652b667f5566e379eed42daf759b3f0\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's min speed. <br /></td></tr>\n<tr class=\"separator:ab652b667f5566e379eed42daf759b3f0\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a8cdbc33ae8c0cd8299fea64e6584cbb2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a8cdbc33ae8c0cd8299fea64e6584cbb2\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a8cdbc33ae8c0cd8299fea64e6584cbb2\">actor.constants.ACCEPTABLE_RADIUS</a> = 20</td></tr>\n<tr class=\"memdesc:a8cdbc33ae8c0cd8299fea64e6584cbb2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's minimum magnitude from its determined travel point before stopping. <br /></td></tr>\n<tr class=\"separator:a8cdbc33ae8c0cd8299fea64e6584cbb2\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:ab460931b2f8a7565fd455700d80ca1c2\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ab460931b2f8a7565fd455700d80ca1c2\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#ab460931b2f8a7565fd455700d80ca1c2\">actor.constants.KEESE_MAGNITUDE_MIN</a> = 200</td></tr>\n<tr class=\"memdesc:ab460931b2f8a7565fd455700d80ca1c2\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the keese's minimum magnitude for selecting its next travel 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href=\"constants_8py.html#a74ebaa78c2254154db22bc2b26ac5ec4\">actor.constants.ENEMY_STUNCOUNT</a> = 35</td></tr>\n<tr class=\"memdesc:a74ebaa78c2254154db22bc2b26ac5ec4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Length of frames an enemy will be stunned for when hit by a boomerang. <br /></td></tr>\n<tr class=\"separator:a74ebaa78c2254154db22bc2b26ac5ec4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a6798a2ba15f37026a428d4ae33b36385\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a6798a2ba15f37026a428d4ae33b36385\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"constants_8py.html#a6798a2ba15f37026a428d4ae33b36385\">actor.constants.AQUAMENTUS_MAX_HP</a> = 5</td></tr>\n<tr class=\"memdesc:a6798a2ba15f37026a428d4ae33b36385\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Defines the aquamentus' max hp. <br /></td></tr>\n<tr 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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/collision/door.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_7bdefc09624a65e4879833850a61ce04.html\">collision</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">door.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Dungeon Door  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\">collision.door.Door</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Dungeon <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html\" title=\"Dungeon Door Class  This class is used to place a door on one of four places of a dungeon room...\">Door</a> Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon.  <a href=\"classcollision_1_1door_1_1_door.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Dungeon Door </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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*/\n\n/* Styles for detailed member documentation */\n\n.memtitle {\n\tpadding: 8px;\n\tborder-top: 1px solid #A8B8D9;\n\tborder-left: 1px solid #A8B8D9;\n\tborder-right: 1px solid #A8B8D9;\n\tborder-top-right-radius: 4px;\n\tborder-top-left-radius: 4px;\n\tmargin-bottom: -1px;\n\tbackground-image: url('nav_f.png');\n\tbackground-repeat: repeat-x;\n\tbackground-color: #E2E8F2;\n\tline-height: 1.25;\n\tfont-weight: 300;\n\tfloat:left;\n}\n\n.permalink\n{\n        font-size: 65%;\n        display: inline-block;\n        vertical-align: middle;\n}\n\n.memtemplate {\n\tfont-size: 80%;\n\tcolor: #4665A2;\n\tfont-weight: normal;\n\tmargin-left: 9px;\n}\n\n.memnav {\n\tbackground-color: #EBEFF6;\n\tborder: 1px solid #A3B4D7;\n\ttext-align: center;\n\tmargin: 2px;\n\tmargin-right: 15px;\n\tpadding: 2px;\n}\n\n.mempage {\n\twidth: 100%;\n}\n\n.memitem {\n\tpadding: 0;\n\tmargin-bottom: 10px;\n\tmargin-right: 5px;\n        -webkit-transition: box-shadow 0.5s linear;\n        -moz-transition: box-shadow 0.5s linear;\n        -ms-transition: box-shadow 0.5s linear;\n        -o-transition: box-shadow 0.5s linear;\n        transition: box-shadow 0.5s linear;\n        display: table !important;\n        width: 100%;\n}\n\n.memitem.glow {\n         box-shadow: 0 0 15px cyan;\n}\n\n.memname {\n        font-weight: 400;\n        margin-left: 6px;\n}\n\n.memname td {\n\tvertical-align: bottom;\n}\n\n.memproto, dl.reflist dt {\n        border-top: 1px solid #A8B8D9;\n        border-left: 1px solid #A8B8D9;\n        border-right: 1px solid #A8B8D9;\n        padding: 6px 0px 6px 0px;\n        color: #253555;\n        font-weight: bold;\n        text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9);\n        background-color: #DFE5F1;\n        /* opera specific markup */\n        box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15);\n        border-top-right-radius: 4px;\n        /* firefox specific markup */\n        -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px;\n        -moz-border-radius-topright: 4px;\n        /* webkit specific markup */\n        -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15);\n        -webkit-border-top-right-radius: 4px;\n\n}\n\n.overload {\n        font-family: \"courier new\",courier,monospace;\n\tfont-size: 65%;\n}\n\n.memdoc, dl.reflist dd {\n        border-bottom: 1px solid #A8B8D9;      \n        border-left: 1px solid #A8B8D9;      \n        border-right: 1px solid #A8B8D9; \n        padding: 6px 10px 2px 10px;\n        background-color: #FBFCFD;\n        border-top-width: 0;\n        background-image:url('nav_g.png');\n        background-repeat:repeat-x;\n        background-color: #FFFFFF;\n        /* opera specific markup */\n        border-bottom-left-radius: 4px;\n        border-bottom-right-radius: 4px;\n        box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15);\n        /* firefox specific markup */\n        -moz-border-radius-bottomleft: 4px;\n        -moz-border-radius-bottomright: 4px;\n        -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px;\n        /* webkit specific markup */\n        -webkit-border-bottom-left-radius: 4px;\n        -webkit-border-bottom-right-radius: 4px;\n        -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15);\n}\n\ndl.reflist dt {\n        padding: 5px;\n}\n\ndl.reflist dd {\n        margin: 0px 0px 10px 0px;\n        padding: 5px;\n}\n\n.paramkey {\n\ttext-align: right;\n}\n\n.paramtype {\n\twhite-space: nowrap;\n}\n\n.paramname {\n\tcolor: #602020;\n\twhite-space: nowrap;\n}\n.paramname em {\n\tfont-style: normal;\n}\n.paramname code {\n        line-height: 14px;\n}\n\n.params, .retval, .exception, .tparams {\n        margin-left: 0px;\n        padding-left: 0px;\n}       \n\n.params .paramname, .retval .paramname {\n        font-weight: bold;\n        vertical-align: top;\n}\n        \n.params .paramtype {\n        font-style: italic;\n        vertical-align: top;\n}       \n        \n.params .paramdir {\n        font-family: \"courier new\",courier,monospace;\n        vertical-align: top;\n}\n\ntable.mlabels {\n\tborder-spacing: 0px;\n}\n\ntd.mlabels-left {\n\twidth: 100%;\n\tpadding: 0px;\n}\n\ntd.mlabels-right {\n\tvertical-align: bottom;\n\tpadding: 0px;\n\twhite-space: nowrap;\n}\n\nspan.mlabels {\n        margin-left: 8px;\n}\n\nspan.mlabel {\n        background-color: #728DC1;\n        border-top:1px solid #5373B4;\n        border-left:1px solid #5373B4;\n        border-right:1px solid #C4CFE5;\n        border-bottom:1px solid #C4CFE5;\n\ttext-shadow: none;\n\tcolor: white;\n\tmargin-right: 4px;\n\tpadding: 2px 3px;\n\tborder-radius: 3px;\n\tfont-size: 7pt;\n\twhite-space: nowrap;\n\tvertical-align: middle;\n}\n\n\n\n/* @end */\n\n/* these are for tree view inside a (index) page */\n\ndiv.directory {\n        margin: 10px 0px;\n        border-top: 1px solid #9CAFD4;\n        border-bottom: 1px solid #9CAFD4;\n        width: 100%;\n}\n\n.directory table {\n        border-collapse:collapse;\n}\n\n.directory td {\n        margin: 0px;\n        padding: 0px;\n\tvertical-align: top;\n}\n\n.directory td.entry {\n        white-space: nowrap;\n        padding-right: 6px;\n\tpadding-top: 3px;\n}\n\n.directory td.entry a {\n        outline:none;\n}\n\n.directory td.entry a img {\n        border: none;\n}\n\n.directory td.desc {\n        width: 100%;\n        padding-left: 6px;\n\tpadding-right: 6px;\n\tpadding-top: 3px;\n\tborder-left: 1px solid rgba(0,0,0,0.05);\n}\n\n.directory tr.even {\n\tpadding-left: 6px;\n\tbackground-color: #F7F8FB;\n}\n\n.directory img {\n\tvertical-align: -30%;\n}\n\n.directory .levels {\n        white-space: nowrap;\n        width: 100%;\n        text-align: right;\n        font-size: 9pt;\n}\n\n.directory .levels span {\n        cursor: pointer;\n        padding-left: 2px;\n        padding-right: 2px;\n\tcolor: #3D578C;\n}\n\n.arrow {\n    color: #9CAFD4;\n    -webkit-user-select: none;\n    -khtml-user-select: none;\n    -moz-user-select: none;\n    -ms-user-select: none;\n    user-select: none;\n    cursor: pointer;\n    font-size: 80%;\n    display: inline-block;\n    width: 16px;\n    height: 22px;\n}\n\n.icon {\n    font-family: Arial, Helvetica;\n    font-weight: bold;\n    font-size: 12px;\n    height: 14px;\n    width: 16px;\n    display: inline-block;\n    background-color: #728DC1;\n    color: white;\n    text-align: center;\n    border-radius: 4px;\n    margin-left: 2px;\n    margin-right: 2px;\n}\n\n.icona {\n    width: 24px;\n    height: 22px;\n    display: inline-block;\n}\n\n.iconfopen {\n    width: 24px;\n    height: 18px;\n    margin-bottom: 4px;\n    background-image:url('folderopen.png');\n    background-position: 0px -4px;\n    background-repeat: repeat-y;\n    vertical-align:top;\n    display: inline-block;\n}\n\n.iconfclosed {\n    width: 24px;\n    height: 18px;\n    margin-bottom: 4px;\n    background-image:url('folderclosed.png');\n    background-position: 0px -4px;\n    background-repeat: repeat-y;\n    vertical-align:top;\n    display: inline-block;\n}\n\n.icondoc {\n    width: 24px;\n    height: 18px;\n    margin-bottom: 4px;\n    background-image:url('doc.png');\n    background-position: 0px -4px;\n    background-repeat: repeat-y;\n    vertical-align:top;\n    display: inline-block;\n}\n\ntable.directory {\n    font: 400 14px Roboto,sans-serif;\n}\n\n/* @end */\n\ndiv.dynheader {\n        margin-top: 8px;\n\t-webkit-touch-callout: none;\n\t-webkit-user-select: none;\n\t-khtml-user-select: none;\n\t-moz-user-select: none;\n\t-ms-user-select: none;\n\tuser-select: none;\n}\n\naddress {\n\tfont-style: normal;\n\tcolor: #2A3D61;\n}\n\ntable.doxtable caption {\n\tcaption-side: top;\n}\n\ntable.doxtable {\n\tborder-collapse:collapse;\n        margin-top: 4px;\n        margin-bottom: 4px;\n}\n\ntable.doxtable td, table.doxtable th {\n\tborder: 1px solid #2D4068;\n\tpadding: 3px 7px 2px;\n}\n\ntable.doxtable th {\n\tbackground-color: #374F7F;\n\tcolor: #FFFFFF;\n\tfont-size: 110%;\n\tpadding-bottom: 4px;\n\tpadding-top: 5px;\n}\n\ntable.fieldtable {\n        /*width: 100%;*/\n        margin-bottom: 10px;\n        border: 1px solid #A8B8D9;\n        border-spacing: 0px;\n        -moz-border-radius: 4px;\n        -webkit-border-radius: 4px;\n        border-radius: 4px;\n        -moz-box-shadow: rgba(0, 0, 0, 0.15) 2px 2px 2px;\n        -webkit-box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15);\n        box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15);\n}\n\n.fieldtable td, .fieldtable th {\n        padding: 3px 7px 2px;\n}\n\n.fieldtable td.fieldtype, .fieldtable td.fieldname {\n        white-space: nowrap;\n        border-right: 1px solid #A8B8D9;\n        border-bottom: 1px solid #A8B8D9;\n        vertical-align: top;\n}\n\n.fieldtable td.fieldname {\n        padding-top: 3px;\n}\n\n.fieldtable td.fielddoc {\n        border-bottom: 1px solid #A8B8D9;\n        /*width: 100%;*/\n}\n\n.fieldtable td.fielddoc p:first-child {\n        margin-top: 0px;\n}       \n        \n.fieldtable td.fielddoc p:last-child {\n        margin-bottom: 2px;\n}\n\n.fieldtable tr:last-child td {\n        border-bottom: none;\n}\n\n.fieldtable th {\n        background-image:url('nav_f.png');\n        background-repeat:repeat-x;\n        background-color: #E2E8F2;\n        font-size: 90%;\n        color: #253555;\n        padding-bottom: 4px;\n        padding-top: 5px;\n        text-align:left;\n        font-weight: 400;\n        -moz-border-radius-topleft: 4px;\n        -moz-border-radius-topright: 4px;\n        -webkit-border-top-left-radius: 4px;\n        -webkit-border-top-right-radius: 4px;\n        border-top-left-radius: 4px;\n        border-top-right-radius: 4px;\n        border-bottom: 1px solid #A8B8D9;\n}\n\n\n.tabsearch {\n\ttop: 0px;\n\tleft: 10px;\n\theight: 36px;\n\tbackground-image: url('tab_b.png');\n\tz-index: 101;\n\toverflow: hidden;\n\tfont-size: 13px;\n}\n\n.navpath ul\n{\n\tfont-size: 11px;\n\tbackground-image:url('tab_b.png');\n\tbackground-repeat:repeat-x;\n\tbackground-position: 0 -5px;\n\theight:30px;\n\tline-height:30px;\n\tcolor:#8AA0CC;\n\tborder:solid 1px #C2CDE4;\n\toverflow:hidden;\n\tmargin:0px;\n\tpadding:0px;\n}\n\n.navpath li\n{\n\tlist-style-type:none;\n\tfloat:left;\n\tpadding-left:10px;\n\tpadding-right:15px;\n\tbackground-image:url('bc_s.png');\n\tbackground-repeat:no-repeat;\n\tbackground-position:right;\n\tcolor:#364D7C;\n}\n\n.navpath li.navelem a\n{\n\theight:32px;\n\tdisplay:block;\n\ttext-decoration: none;\n\toutline: none;\n\tcolor: #283A5D;\n\tfont-family: 'Lucida Grande',Geneva,Helvetica,Arial,sans-serif;\n\ttext-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9);\n\ttext-decoration: none;        \n}\n\n.navpath li.navelem a:hover\n{\n\tcolor:#6884BD;\n}\n\n.navpath li.footer\n{\n        list-style-type:none;\n        float:right;\n        padding-left:10px;\n        padding-right:15px;\n        background-image:none;\n        background-repeat:no-repeat;\n        background-position:right;\n        color:#364D7C;\n        font-size: 8pt;\n}\n\n\ndiv.summary\n{\n\tfloat: right;\n\tfont-size: 8pt;\n\tpadding-right: 5px;\n\twidth: 50%;\n\ttext-align: right;\n}       \n\ndiv.summary a\n{\n\twhite-space: nowrap;\n}\n\ntable.classindex\n{\n        margin: 10px;\n        white-space: nowrap;\n        margin-left: 3%;\n        margin-right: 3%;\n        width: 94%;\n        border: 0;\n        border-spacing: 0; \n        padding: 0;\n}\n\ndiv.ingroups\n{\n\tfont-size: 8pt;\n\twidth: 50%;\n\ttext-align: left;\n}\n\ndiv.ingroups a\n{\n\twhite-space: nowrap;\n}\n\ndiv.header\n{\n        background-image:url('nav_h.png');\n        background-repeat:repeat-x;\n\tbackground-color: #F9FAFC;\n\tmargin:  0px;\n\tborder-bottom: 1px solid #C4CFE5;\n}\n\ndiv.headertitle\n{\n\tpadding: 5px 5px 5px 10px;\n}\n\ndl\n{\n        padding: 0 0 0 10px;\n}\n\n/* dl.note, dl.warning, dl.attention, dl.pre, dl.post, dl.invariant, dl.deprecated, dl.todo, dl.test, dl.bug */\ndl.section\n{\n\tmargin-left: 0px;\n\tpadding-left: 0px;\n}\n\ndl.note\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #D0C000;\n}\n\ndl.warning, dl.attention\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #FF0000;\n}\n\ndl.pre, dl.post, dl.invariant\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #00D000;\n}\n\ndl.deprecated\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #505050;\n}\n\ndl.todo\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #00C0E0;\n}\n\ndl.test\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #3030E0;\n}\n\ndl.bug\n{\n        margin-left:-7px;\n        padding-left: 3px;\n        border-left:4px solid;\n        border-color: #C08050;\n}\n\ndl.section dd {\n\tmargin-bottom: 6px;\n}\n\n\n#projectlogo\n{\n\ttext-align: center;\n\tvertical-align: bottom;\n\tborder-collapse: separate;\n}\n \n#projectlogo img\n{ \n\tborder: 0px none;\n}\n \n#projectalign\n{\n        vertical-align: middle;\n}\n\n#projectname\n{\n\tfont: 300% Tahoma, Arial,sans-serif;\n\tmargin: 0px;\n\tpadding: 2px 0px;\n}\n    \n#projectbrief\n{\n\tfont: 120% Tahoma, Arial,sans-serif;\n\tmargin: 0px;\n\tpadding: 0px;\n}\n\n#projectnumber\n{\n\tfont: 50% Tahoma, Arial,sans-serif;\n\tmargin: 0px;\n\tpadding: 0px;\n}\n\n#titlearea\n{\n\tpadding: 0px;\n\tmargin: 0px;\n\twidth: 100%;\n\tborder-bottom: 1px solid #5373B4;\n}\n\n.image\n{\n        text-align: center;\n}\n\n.dotgraph\n{\n        text-align: center;\n}\n\n.mscgraph\n{\n        text-align: center;\n}\n\n.plantumlgraph\n{\n        text-align: center;\n}\n\n.diagraph\n{\n        text-align: center;\n}\n\n.caption\n{\n\tfont-weight: bold;\n}\n\ndiv.zoom\n{\n\tborder: 1px solid #90A5CE;\n}\n\ndl.citelist {\n        margin-bottom:50px;\n}\n\ndl.citelist dt {\n        color:#334975;\n        float:left;\n        font-weight:bold;\n        margin-right:10px;\n        padding:5px;\n}\n\ndl.citelist dd {\n        margin:2px 0;\n        padding:5px 0;\n}\n\ndiv.toc {\n        padding: 14px 25px;\n        background-color: #F4F6FA;\n        border: 1px solid #D8DFEE;\n        border-radius: 7px 7px 7px 7px;\n        float: right;\n        height: auto;\n        margin: 0 8px 10px 10px;\n        width: 200px;\n}\n\ndiv.toc li {\n        background: url(\"bdwn.png\") no-repeat scroll 0 5px transparent;\n        font: 10px/1.2 Verdana,DejaVu Sans,Geneva,sans-serif;\n        margin-top: 5px;\n        padding-left: 10px;\n        padding-top: 2px;\n}\n\ndiv.toc h3 {\n        font: bold 12px/1.2 Arial,FreeSans,sans-serif;\n\tcolor: #4665A2;\n        border-bottom: 0 none;\n        margin: 0;\n}\n\ndiv.toc ul {\n        list-style: none outside none;\n        border: medium none;\n        padding: 0px;\n}       \n\ndiv.toc li.level1 {\n        margin-left: 0px;\n}\n\ndiv.toc li.level2 {\n        margin-left: 15px;\n}\n\ndiv.toc li.level3 {\n        margin-left: 30px;\n}\n\ndiv.toc li.level4 {\n        margin-left: 45px;\n}\n\n.inherit_header {\n        font-weight: bold;\n        color: gray;\n        cursor: pointer;\n\t-webkit-touch-callout: none;\n\t-webkit-user-select: none;\n\t-khtml-user-select: none;\n\t-moz-user-select: none;\n\t-ms-user-select: none;\n\tuser-select: none;\n}\n\n.inherit_header td {\n        padding: 6px 0px 2px 5px;\n}\n\n.inherit {\n        display: none;\n}\n\ntr.heading h2 {\n        margin-top: 12px;\n        margin-bottom: 4px;\n}\n\n/* tooltip related style info */\n\n.ttc {\n        position: absolute;\n        display: none;\n}\n\n#powerTip {\n\tcursor: default;\n\twhite-space: nowrap;\n\tbackground-color: white;\n\tborder: 1px 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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/enemy.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">enemy.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Enemy Template  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\">actor.enemy.Enemy</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Superclass for representing an <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a>.  <a href=\"classactor_1_1enemy_1_1_enemy.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Enemy Template </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: File List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icondoc\"></span><a class=\"el\" href=\"item_8py.html\" target=\"_self\">item.py</a></td><td class=\"desc\">Consumable Items </td></tr>\n<tr id=\"row_0_0_8_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icondoc\"></span><a class=\"el\" href=\"keese_8py.html\" target=\"_self\">keese.py</a></td><td class=\"desc\">Keese Enemy </td></tr>\n<tr id=\"row_0_0_9_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icondoc\"></span><a class=\"el\" href=\"player_8py.html\" target=\"_self\">player.py</a></td><td class=\"desc\">Playable Characer </td></tr>\n<tr id=\"row_0_0_10_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icondoc\"></span><a class=\"el\" href=\"rupee_8py.html\" target=\"_self\">rupee.py</a></td><td class=\"desc\">Rupee_Bar Class 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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/fireball.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a> &#124;\n<a href=\"#func-members\">Functions</a> &#124;\n<a href=\"#var-members\">Variables</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">fireball.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Fireball object  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\">actor.fireball.Fireball</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This class represents the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> object.  <a href=\"classactor_1_1fireball_1_1_fireball.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"func-members\"></a>\nFunctions</h2></td></tr>\n<tr class=\"memitem:add7cb65715bca6402d2923671e4c5542\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"fireball_8py.html#add7cb65715bca6402d2923671e4c5542\">actor.fireball.populateSprites</a> ()</td></tr>\n<tr class=\"memdesc:add7cb65715bca6402d2923671e4c5542\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates the sprite list for <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a>.  <a href=\"fireball_8py.html#add7cb65715bca6402d2923671e4c5542\">More...</a><br /></td></tr>\n<tr class=\"separator:add7cb65715bca6402d2923671e4c5542\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"var-members\"></a>\nVariables</h2></td></tr>\n<tr class=\"memitem:a230ba1787164cd045f5e07eaf57a1d51\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a230ba1787164cd045f5e07eaf57a1d51\"></a>\nstring&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>actor.fireball.SPRITE_MAP</b> = 'src/actor/sprites/fireball.png'</td></tr>\n<tr class=\"separator:a230ba1787164cd045f5e07eaf57a1d51\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Fireball object </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div><h2 class=\"groupheader\">Function Documentation</h2>\n<a id=\"file_add7cb65715bca6402d2923671e4c5542\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#file_add7cb65715bca6402d2923671e4c5542\">&#9670;&nbsp;</a></span>populateSprites()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.fireball.populateSprites </td>\n          <td>(</td>\n          <td class=\"paramname\"></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates the sprite list for Fireball. </p>\n<p>Iterates through a sprite sheet to pull images for the sprite array </p><dl class=\"section return\"><dt>Returns</dt><dd>sprites Array if the sprites that represent the Fireball </dd></dl>\n\n</div>\n</div>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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-->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index__\"></a>- _ -</h3><ul>\n<li>__init__()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a410081eed92439a0429ea0fb75eb2328\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a7b20570fa9c54aaba3623075f99770f1\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a8e8de406c4754cea725b3800053bbabc\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a1f35a409c7e1fc7d36600891b7a4a796\">actor.healthbar.Health_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a13d4ef784805457c46d4c6872aa0903d\">actor.item.Item</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a5a6d46ac05ff7500ab07e0494ddbe3ce\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab706da8ac6c2ddecb694069c9c55485b\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#acd0085452fdaff7478db209487bc8a80\">actor.rupee.Rupee_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a00df0cb80c019436add7a699a83c5ae2\">actor.spritesheet.SpriteSheet</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ad8c4e62f51605d1b83c80e21263334af\">actor.stalfos.Stalfos</a>\n, <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a311383f1e990c512b78b02c1b28cd7ea\">actor.sword.Sword</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#ab2b3e5e79d444388807a18f0c2022795\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a241b5e528c34fdcfe53f70c0041bea2a\">collision.level.Level</a>\n, <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac15451905c2523ed3929d877762bb290\">collision.levelmanager.LevelManager</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9e55a33a1a456adb22a7dadc4f26be4c\">collision.wall.Wall</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_b\"></a>- b -</h3><ul>\n<li>bossLogic()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a5569e3e099e8754db819fe31e893bb6f\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a005977210760040c8af8f77972e068a0\">actor.boss.Boss</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_c\"></a>- c -</h3><ul>\n<li>canStop\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#afd916a8c02ccf5ac8a28f87f67b67d9d\">actor.keese.Keese</a>\n</li>\n<li>checkState()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a9a995cf75da6e464cf0292c7514536e5\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a5f510a5ea8387c4ccb1c5c36e54efa5d\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#abf7cee468c753aa1ed23bd45cd7a7bdc\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2c191c26fc310458619fdf49166e8434\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adea3ec3198efffc7015efb4b49a44a69\">actor.stalfos.Stalfos</a>\n</li>\n<li>cl\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#af2f247df791be0e0a8d1adc357e679b4\">collision.levelmanager.LevelManager</a>\n</li>\n<li>clear()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a11bb309e2c9c137a0000f1d94b3788f6\">collision.levelmanager.LevelManager</a>\n</li>\n<li>collidbuy\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae7fd956a4af73cb7079ebac7fd02c500\">actor.player.Player</a>\n</li>\n<li>collision()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ad32ffa27cd6221ed74d144f8874eae5f\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a3ad3940f06483ccce49fe2673896555f\">actor.item.Item</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2d44111bc500754466a7cc60f560a3b1\">actor.player.Player</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a905d11890b7fa2fa789d67538136e685\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9514acfca4d222ec8d838d7bb29aeb1e\">collision.wall.Wall</a>\n</li>\n<li>collisionupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abbfebdf98803c7e4ac69a1a6e251d781\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a427c65b6cb4d5b960493ead3cfc3fda1\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_d.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_d\"></a>- d -</h3><ul>\n<li>debug\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a5cf8c2343817f5fdf357579fc078b677\">actor.player.Player</a>\n</li>\n<li>dir\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abd6b4b22c63a81db76e468ec0da228b3\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a569ec214c309ddbf82e414c310861832\">actor.player.Player</a>\n</li>\n<li>dirbool\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aae66aa3ba8ee37f20c3f24278c203f5b\">actor.player.Player</a>\n</li>\n<li>direction\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae98d09367d88672074d0ae4622b03eda\">actor.stalfos.Stalfos</a>\n</li>\n<li>dmg\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a07199a4ba31b82aabf858080155c0ba9\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6a30d961adcdcf26fdcae6fb83801f8c\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a23382d6dec9cbf34c1feec91de95db36\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6210caf7f7eb813b6a2f1b868670af94\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2698d3b6a02884479d1613d236618728\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9d2a9b04c99612889141d0c89309beb1\">actor.stalfos.Stalfos</a>\n</li>\n<li>doorcount\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad9f2b3abde9b91875f4840fed4f64da2\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_e.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_e\"></a>- e -</h3><ul>\n<li>end()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ab4e6a41b951134c42579f056ab0b4d43\">actor.fireball.Fireball</a>\n</li>\n<li>endroom()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab31d4ea306a0ef50bf25a4a4dd3b9aaf\">collision.levelmanager.LevelManager</a>\n</li>\n<li>enemyLogic()\n: <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a838343717716ba48c0519e73d702cac9\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a1789c1afbf23d5983dec9432578fd058\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_f\"></a>- f -</h3><ul>\n<li>fireballs\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a3789eb3b652e8956c8215c444416de8c\">actor.aquamentus.Aquamentus</a>\n</li>\n<li>flyStartFrame\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9ecd9b101873fd64a9406ebd550dc761\">actor.keese.Keese</a>\n</li>\n<li>frameCounter\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ae815f4dbc9a5e7c3d8e4596c41001c70\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aca7d6c634a4af8380231efe3c2636080\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a2c89ef588742abcdeb22215bb381d69b\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6569e0533d043a88a4e0d3393ac36c40\">actor.fireball.Fireball</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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  {
    "path": "Doc/Design/MIS/html/functions_func.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members - Functions</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n&#160;\n\n<h3><a id=\"index__\"></a>- _ -</h3><ul>\n<li>__init__()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a410081eed92439a0429ea0fb75eb2328\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a7b20570fa9c54aaba3623075f99770f1\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a8aff9faf12326306058968f2e6424420\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a6924d71617a5022d67fd46b36141dfd2\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a8e8de406c4754cea725b3800053bbabc\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a1f35a409c7e1fc7d36600891b7a4a796\">actor.healthbar.Health_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a13d4ef784805457c46d4c6872aa0903d\">actor.item.Item</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a5a6d46ac05ff7500ab07e0494ddbe3ce\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab706da8ac6c2ddecb694069c9c55485b\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#acd0085452fdaff7478db209487bc8a80\">actor.rupee.Rupee_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a00df0cb80c019436add7a699a83c5ae2\">actor.spritesheet.SpriteSheet</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ad8c4e62f51605d1b83c80e21263334af\">actor.stalfos.Stalfos</a>\n, <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a311383f1e990c512b78b02c1b28cd7ea\">actor.sword.Sword</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#ab2b3e5e79d444388807a18f0c2022795\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a241b5e528c34fdcfe53f70c0041bea2a\">collision.level.Level</a>\n, <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac15451905c2523ed3929d877762bb290\">collision.levelmanager.LevelManager</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9e55a33a1a456adb22a7dadc4f26be4c\">collision.wall.Wall</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_a\"></a>- a -</h3><ul>\n<li>attack()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a8cd94900aed592550a65f7761a6331bb\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2b481f9bd7f42a0dc98beec777ec5401\">actor.player.Player</a>\n</li>\n<li>attackupdate()\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab05b71626b99e6cb0babce2d9f7bbb49\">actor.player.Player</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_b\"></a>- b -</h3><ul>\n<li>bossLogic()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a5569e3e099e8754db819fe31e893bb6f\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a005977210760040c8af8f77972e068a0\">actor.boss.Boss</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_c\"></a>- c -</h3><ul>\n<li>checkState()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a9a995cf75da6e464cf0292c7514536e5\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a5f510a5ea8387c4ccb1c5c36e54efa5d\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#afa749d4d6a88fac474c3929ccd3b0753\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#abf7cee468c753aa1ed23bd45cd7a7bdc\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a2c191c26fc310458619fdf49166e8434\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adea3ec3198efffc7015efb4b49a44a69\">actor.stalfos.Stalfos</a>\n</li>\n<li>clear()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a11bb309e2c9c137a0000f1d94b3788f6\">collision.levelmanager.LevelManager</a>\n</li>\n<li>collision()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#ad32ffa27cd6221ed74d144f8874eae5f\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a3ad3940f06483ccce49fe2673896555f\">actor.item.Item</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a905d11890b7fa2fa789d67538136e685\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a9514acfca4d222ec8d838d7bb29aeb1e\">collision.wall.Wall</a>\n</li>\n<li>collisionupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abbfebdf98803c7e4ac69a1a6e251d781\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a427c65b6cb4d5b960493ead3cfc3fda1\">actor.player.Player</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_e\"></a>- e -</h3><ul>\n<li>end()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ab4e6a41b951134c42579f056ab0b4d43\">actor.fireball.Fireball</a>\n</li>\n<li>endroom()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab31d4ea306a0ef50bf25a4a4dd3b9aaf\">collision.levelmanager.LevelManager</a>\n</li>\n<li>enemyLogic()\n: <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a94d38c945f048b873e33a539fb7cf502\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a838343717716ba48c0519e73d702cac9\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a1789c1afbf23d5983dec9432578fd058\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_g\"></a>- g -</h3><ul>\n<li>genRestLength()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ad69c85211ff8008fd3c223296dc16af7\">actor.keese.Keese</a>\n</li>\n<li>genTravelPath()\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aba32f6c73afde82b410eee05e86c6545\">actor.stalfos.Stalfos</a>\n</li>\n<li>genTravelPoint()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a7abbd03624a6695b83d3086e48957d86\">actor.keese.Keese</a>\n</li>\n<li>get_image()\n: <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ad2c4f5b00c63a9377b64fe28ef26587b\">actor.spritesheet.SpriteSheet</a>\n</li>\n<li>get_imageNT()\n: <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a2d0883c80dad8344520f40f6fd2b79a6\">actor.spritesheet.SpriteSheet</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_h\"></a>- h -</h3><ul>\n<li>health()\n: <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a13d9c179f223a080426841ed336407b5\">actor.healthbar.Health_Bar</a>\n</li>\n<li>hit()\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a21e2ae2502f54f7a247f9201c167bc5e\">actor.fireball.Fireball</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_l\"></a>- l -</h3><ul>\n<li>logic()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ad19f7a375bf095055aadce16138d5713\">actor.fireball.Fireball</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_m\"></a>- m -</h3><ul>\n<li>make()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\">collision.levelmanager.LevelManager</a>\n</li>\n<li>move()\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a7eca2eb84a6f46f23df4a092edd044ac\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8ac11a22aa47b7febd29d1c740f00452\">actor.player.Player</a>\n</li>\n<li>movechar()\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a43e8f90a1db2286bfb59f80853dcb336\">actor.player.Player</a>\n</li>\n<li>moveupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a709570fc745642d3ad2764e4d973491b\">actor.player.Player</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_o\"></a>- o -</h3><ul>\n<li>open()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5eb6314d72a5b6a438eb85ef1a926ce0\">collision.levelmanager.LevelManager</a>\n</li>\n<li>openDoor()\n: <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a9ae0128993d925a4c6bcdb79936dbc4a\">collision.door.Door</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_s\"></a>- s -</h3><ul>\n<li>setMoveSpeed()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6fe0305b143de210b4b161a1091f7891\">actor.keese.Keese</a>\n</li>\n<li>setWalkSpeed()\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac3fe6cc13509504318f492473795dc41\">actor.stalfos.Stalfos</a>\n</li>\n<li>spriteupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a8ed616f57acf720fdd4d7bd5702e1684\">actor.boomerang.Boomerang</a>\n</li>\n<li>start()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5a93196e521c8cca75aac1dc7f9080a4\">actor.fireball.Fireball</a>\n</li>\n<li>stop()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a61477e66e28a62bb0a72a302b13c3ca0\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">actor.stalfos.Stalfos</a>\n</li>\n<li>swapDirection()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a63dc79ec42118be2c34462ea5fdcbade\">actor.aquamentus.Aquamentus</a>\n</li>\n<li>switchSprite()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#aee33f864229b0a7aa9a8b1d258ed696b\">actor.keese.Keese</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_t\"></a>- t -</h3><ul>\n<li>transition()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac73f0ef69a1d1ff85a906a68cb1e2c86\">collision.levelmanager.LevelManager</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_u\"></a>- u -</h3><ul>\n<li>update()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5e84fc23d586483105c71cc4c607264c\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#af65dbfd4e9993637a797cc9cf7475238\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a20c476e0a1df612e3560916b9beda6ef\">actor.player.Player</a>\n</li>\n<li>useitem()\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aacc64de5a021da2b0cfd9535309617e3\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
  {
    "path": "Doc/Design/MIS/html/functions_g.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_g\"></a>- g -</h3><ul>\n<li>genRestLength()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ad69c85211ff8008fd3c223296dc16af7\">actor.keese.Keese</a>\n</li>\n<li>genTravelPath()\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aba32f6c73afde82b410eee05e86c6545\">actor.stalfos.Stalfos</a>\n</li>\n<li>genTravelPoint()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a7abbd03624a6695b83d3086e48957d86\">actor.keese.Keese</a>\n</li>\n<li>get_image()\n: <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ad2c4f5b00c63a9377b64fe28ef26587b\">actor.spritesheet.SpriteSheet</a>\n</li>\n<li>get_imageNT()\n: <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#a2d0883c80dad8344520f40f6fd2b79a6\">actor.spritesheet.SpriteSheet</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/functions_h.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_h\"></a>- h -</h3><ul>\n<li>h_sprite_sheet\n: <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a75ae2266b6d6757be66530b63f413fbd\">actor.healthbar.Health_Bar</a>\n</li>\n<li>hasWon\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aa3b90c5623839511cd22f4e0ee1745ea\">actor.player.Player</a>\n</li>\n<li>hbar\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8678a9b7bbec1f8a257498fdd66597fb\">actor.player.Player</a>\n</li>\n<li>health()\n: <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#a13d9c179f223a080426841ed336407b5\">actor.healthbar.Health_Bar</a>\n</li>\n<li>hit()\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a6909e66b1a94f284ff34d2498a807c48\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a26b704148d13a372e1bf150937e30673\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a21e2ae2502f54f7a247f9201c167bc5e\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80a7403771d9fb980354b43241eb21d2\">actor.player.Player</a>\n</li>\n<li>hitCount\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#ade0294266872c152be5a7ae1c1b14fc6\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a9884f8252599e809ccca0f09c13e7883\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aaa23681089031060de8abdf44956b7d1\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a28bb6b364aba11762bbb763ebb5c4e72\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4cb2d09574c5b9590ea9f9d30c942a16\">actor.keese.Keese</a>\n</li>\n<li>hitcount\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a0c6434fb932d898b1ec1ed77c97d46b5\">actor.player.Player</a>\n</li>\n<li>hitCount\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#aaebbd89b15752a9cca8e144dd6645b7b\">actor.stalfos.Stalfos</a>\n</li>\n<li>hitdir\n: <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acc0b053f7922d48e2b76b2a0341c2c0c\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#acc6601a3d6ab3ff329bf2cd9f5186ef3\">actor.stalfos.Stalfos</a>\n</li>\n<li>HP\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a53a55e5f5a79a7cf81bf9833527e0e78\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a86450ea10beac44c78eec4b05ddb09d0\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a628179612c6af830270a9fd49e147bce\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a41e62f021c65cd05dc748e265265be71\">actor.keese.Keese</a>\n</li>\n<li>hp\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae153752032a484c8f84d11a3bd4ad922\">actor.player.Player</a>\n</li>\n<li>HP\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#adff362c2a85501a23a65192fe991af3d\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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href=\"classactor_1_1stalfos_1_1_stalfos.html#a75c99c163e71b951ea617a47e2ed1dda\">actor.stalfos.Stalfos</a>\n</li>\n<li>isResting\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a38eccba4aae77109933d668223e5948c\">actor.keese.Keese</a>\n</li>\n<li>item\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6c97e5519cba645d52374ef46537b913\">actor.player.Player</a>\n</li>\n<li>itembool\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad03534ba44251c9d8d6b72d2b1cc027e\">actor.player.Player</a>\n</li>\n<li>itemsprite\n: <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#a0341980445d257f74dfc20208a93afd8\">actor.item.Item</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_k.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_k\"></a>- k -</h3><ul>\n<li>kbar\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#afa08d9f1172947ccc9eb5e5bae3a7a8e\">actor.player.Player</a>\n</li>\n<li>keys\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2be3c96f039bbc8e535f2bc2a9379b75\">actor.player.Player</a>\n</li>\n<li>killable\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#abfb405ccedae18b49b36d5504a548aed\">actor.boomerang.Boomerang</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_l.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_l\"></a>- l -</h3><ul>\n<li>LD\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a6f0eec0ff65ac73c32225d1b9cd0ecaa\">collision.levelmanager.LevelManager</a>\n</li>\n<li>level\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ab209d49d600cc240e4faa3fa4a74c9f1\">collision.levelmanager.LevelManager</a>\n</li>\n<li>leveltrans\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80b827225d4cd1ece986735ed50ccaab\">actor.player.Player</a>\n</li>\n<li>logic()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#ad19f7a375bf095055aadce16138d5713\">actor.fireball.Fireball</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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  {
    "path": "Doc/Design/MIS/html/functions_m.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_m\"></a>- m -</h3><ul>\n<li>make()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a02aa3ee9b35d68c9386517c518c101f4\">collision.levelmanager.LevelManager</a>\n</li>\n<li>maxHP\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a590144e96f88385400ac90281bb281c8\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a91aaf2376c5832f358df81e770d8e29f\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#ad57e864feaa058d6e05344a5131e3c3b\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a30dd6801255414be0d18fdba0f321bca\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43fcf57e6c8f01de5789d44065645d63\">actor.stalfos.Stalfos</a>\n</li>\n<li>move()\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa4ec284ad22d7c18bfa7116e4b2863cf\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#acae64f8e1e7e13ee7c440c74e3c214c8\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a7eca2eb84a6f46f23df4a092edd044ac\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8ac11a22aa47b7febd29d1c740f00452\">actor.player.Player</a>\n</li>\n<li>moveable\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a62a06e2de507cf924ceb42c478e0acb9\">actor.player.Player</a>\n</li>\n<li>movechar()\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a43e8f90a1db2286bfb59f80853dcb336\">actor.player.Player</a>\n</li>\n<li>moveupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a709570fc745642d3ad2764e4d973491b\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_o.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_o\"></a>- o -</h3><ul>\n<li>obj\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a66f41eed56eff4a71e1bd191fa401afc\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a3f28b182298ed6f753bbaa2bacc50287\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a2e9d4868a5b6a944121481b9f82bd37d\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4f3f92ac7e33ec63e49914610d1cd5ed\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a359a06edb086b7c8a5c2092c53ee1e38\">actor.stalfos.Stalfos</a>\n</li>\n<li>oldx\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a462a8a223836cc3b1154ba73cbcd4703\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a1dd72a6eb3f660ee7ae95848e534b5b4\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae5e4aa1e1b15ec9e23b59e73584bd474\">actor.stalfos.Stalfos</a>\n</li>\n<li>oldy\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a985f847ed6c6df6d09232a42f8263b8c\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a732ab21f88b48cad06541e86e4f5166c\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a591766705ab3a05f6c09f71172c1a8c4\">actor.stalfos.Stalfos</a>\n</li>\n<li>open()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5eb6314d72a5b6a438eb85ef1a926ce0\">collision.levelmanager.LevelManager</a>\n</li>\n<li>openDoor()\n: <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a9ae0128993d925a4c6bcdb79936dbc4a\">collision.door.Door</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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  {
    "path": "Doc/Design/MIS/html/functions_p.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_p\"></a>- p -</h3><ul>\n<li>previousDirection\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a7e91c289f586728284c20c3963b86b06\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_r.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_r\"></a>- r -</h3><ul>\n<li>rbar\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a31f4d4cef26800b302bb683ab0008851\">actor.player.Player</a>\n</li>\n<li>rect\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a46ad11df1efc1a8395a6bff47b34308f\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0d5392b6ba783f8c3ad68221830f26ec\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a23e0fa743f75f08f14448d2ab61782e0\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#add2392af674af1341a9bef3d18640e83\">actor.healthbar.Health_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aebbc33971d663fba6f5bd54e03a63813\">actor.item.Item</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a17fb13fa8c9bb02af137a6f5e83d2620\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#ace89c66353c7b26fafa8a52a5fec2733\">actor.rupee.Rupee_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#ae79e5ac458440b092db89e72c26c2aa6\">actor.sword.Sword</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a162269007487f8282278565e2f531a0c\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a8f353b28bfe30c913bb5806d8eff5d54\">collision.level.Level</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a7bdfce57724f53f3b0879e12f2f3b78e\">collision.wall.Wall</a>\n</li>\n<li>restStartFrame\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab4569cac512e0ee58ace7bdc0e71ea8a\">actor.keese.Keese</a>\n</li>\n<li>restTime\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a547b4c212a286e288e38256351776a97\">actor.keese.Keese</a>\n</li>\n<li>RID\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a7821297ccd39fd8cb2c2adec0eeaaf8f\">collision.levelmanager.LevelManager</a>\n</li>\n<li>rupes\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aafe402d4ccb42214e7afa642a97a91ee\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_s.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_s\"></a>- s -</h3><ul>\n<li>setMoveSpeed()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6fe0305b143de210b4b161a1091f7891\">actor.keese.Keese</a>\n</li>\n<li>setWalkSpeed()\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac3fe6cc13509504318f492473795dc41\">actor.stalfos.Stalfos</a>\n</li>\n<li>sl\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a05b0081f0ceb5ff238e29476d26f5bc5\">collision.levelmanager.LevelManager</a>\n</li>\n<li>spawncount\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#acf96b0094e3294d7c0d0dcc23a2450e2\">actor.player.Player</a>\n</li>\n<li>spawning\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab086494231fe0db5a191209fb496aa32\">actor.player.Player</a>\n</li>\n<li>speed\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a67772200ff4603844c7941f8be87947f\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a303bd9cebacff3d0c25b359e18d7bb3a\">actor.player.Player</a>\n</li>\n<li>sprite\n: <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#a4647017ca649b12ca382614b3af59827\">actor.sword.Sword</a>\n</li>\n<li>sprite_sheet\n: <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ae4eb015142736df995f9564c47f4ddd6\">actor.spritesheet.SpriteSheet</a>\n</li>\n<li>spriteIndex\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a7b369f65489176836b8f7108419f17a4\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#affb047b1f34deb8f68d0d6d5ee499429\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a73fd4922f27fe97472bd1e66ec809077\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9931a961d40612b60a09eec8607198a4\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9036a53b8457cda5d4955ad65dde6ae0\">actor.stalfos.Stalfos</a>\n</li>\n<li>sprites\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a725395188c0754812edd9c26595f5c25\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a54e828173053f349639a8e75b56281c6\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a0217078fcd7416adddc4d3671c3a653e\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae17287c8f3a51b650b3f99cad297b3f1\">actor.stalfos.Stalfos</a>\n</li>\n<li>spriteupdate()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a8ed616f57acf720fdd4d7bd5702e1684\">actor.boomerang.Boomerang</a>\n</li>\n<li>start()\n: <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a5a93196e521c8cca75aac1dc7f9080a4\">actor.fireball.Fireball</a>\n</li>\n<li>state\n: <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a22802ca389469576ecc1418e8c3e20b8\">collision.door.Door</a>\n</li>\n<li>stop()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a61477e66e28a62bb0a72a302b13c3ca0\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#abb5c74f32bbfa0a9d7d4bfaa60b6f2d7\">actor.stalfos.Stalfos</a>\n</li>\n<li>stuncount\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">actor.enemy.Enemy</a>\n</li>\n<li>swapDirection()\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a63dc79ec42118be2c34462ea5fdcbade\">actor.aquamentus.Aquamentus</a>\n</li>\n<li>switchSprite()\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#aee33f864229b0a7aa9a8b1d258ed696b\">actor.keese.Keese</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/functions_t.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_t\"></a>- t -</h3><ul>\n<li>totalhp\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#af93fcffe1d5f4b16ad7ca71b54a779d7\">actor.player.Player</a>\n</li>\n<li>transition()\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#ac73f0ef69a1d1ff85a906a68cb1e2c86\">collision.levelmanager.LevelManager</a>\n</li>\n<li>travelPoint\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab98be6a25c06f1e149ff22c90a6937c9\">actor.keese.Keese</a>\n</li>\n<li>type\n: <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#ae65791520a3bdb6905e6e14a8b0abb3c\">actor.item.Item</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
  {
    "path": "Doc/Design/MIS/html/functions_u.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_u\"></a>- u -</h3><ul>\n<li>ul\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a612895753b85eced72f425f4f23885fd\">collision.levelmanager.LevelManager</a>\n</li>\n<li>update()\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a5e84fc23d586483105c71cc4c607264c\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0caeabbf20958679e55952559a2b74ee\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a5a7ad5761870721d959d491b33eb4908\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#af65dbfd4e9993637a797cc9cf7475238\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a20c476e0a1df612e3560916b9beda6ef\">actor.player.Player</a>\n</li>\n<li>useitem()\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aacc64de5a021da2b0cfd9535309617e3\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members - Variables</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  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href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a985f847ed6c6df6d09232a42f8263b8c\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a732ab21f88b48cad06541e86e4f5166c\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a591766705ab3a05f6c09f71172c1a8c4\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_p\"></a>- p -</h3><ul>\n<li>previousDirection\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a7e91c289f586728284c20c3963b86b06\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_r\"></a>- r -</h3><ul>\n<li>rbar\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a31f4d4cef26800b302bb683ab0008851\">actor.player.Player</a>\n</li>\n<li>rect\n: <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a46ad11df1efc1a8395a6bff47b34308f\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a0d5392b6ba783f8c3ad68221830f26ec\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aea251391a575a128f97cfd1806311f1e\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a23e0fa743f75f08f14448d2ab61782e0\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html#add2392af674af1341a9bef3d18640e83\">actor.healthbar.Health_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#aebbc33971d663fba6f5bd54e03a63813\">actor.item.Item</a>\n, <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a17fb13fa8c9bb02af137a6f5e83d2620\">actor.player.Player</a>\n, <a class=\"el\" href=\"classactor_1_1rupee_1_1_rupee___bar.html#ace89c66353c7b26fafa8a52a5fec2733\">actor.rupee.Rupee_Bar</a>\n, <a class=\"el\" href=\"classactor_1_1sword_1_1_sword.html#ae79e5ac458440b092db89e72c26c2aa6\">actor.sword.Sword</a>\n, <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a162269007487f8282278565e2f531a0c\">collision.door.Door</a>\n, <a class=\"el\" href=\"classcollision_1_1level_1_1_level.html#a8f353b28bfe30c913bb5806d8eff5d54\">collision.level.Level</a>\n, <a class=\"el\" href=\"classcollision_1_1wall_1_1_wall.html#a7bdfce57724f53f3b0879e12f2f3b78e\">collision.wall.Wall</a>\n</li>\n<li>restStartFrame\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab4569cac512e0ee58ace7bdc0e71ea8a\">actor.keese.Keese</a>\n</li>\n<li>restTime\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a547b4c212a286e288e38256351776a97\">actor.keese.Keese</a>\n</li>\n<li>RID\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a7821297ccd39fd8cb2c2adec0eeaaf8f\">collision.levelmanager.LevelManager</a>\n</li>\n<li>rupes\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aafe402d4ccb42214e7afa642a97a91ee\">actor.player.Player</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_s\"></a>- 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href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html#ae4eb015142736df995f9564c47f4ddd6\">actor.spritesheet.SpriteSheet</a>\n</li>\n<li>spriteIndex\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a7b369f65489176836b8f7108419f17a4\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#affb047b1f34deb8f68d0d6d5ee499429\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a73fd4922f27fe97472bd1e66ec809077\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a9931a961d40612b60a09eec8607198a4\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a9036a53b8457cda5d4955ad65dde6ae0\">actor.stalfos.Stalfos</a>\n</li>\n<li>sprites\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a725395188c0754812edd9c26595f5c25\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html#a54e828173053f349639a8e75b56281c6\">actor.boomerang.Boomerang</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a0217078fcd7416adddc4d3671c3a653e\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae17287c8f3a51b650b3f99cad297b3f1\">actor.stalfos.Stalfos</a>\n</li>\n<li>state\n: <a class=\"el\" href=\"classcollision_1_1door_1_1_door.html#a22802ca389469576ecc1418e8c3e20b8\">collision.door.Door</a>\n</li>\n<li>stuncount\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#a3bfec86c38534dee464d0f415812c90f\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a682e04fb5525441486f5ecfdd1a2d879\">actor.enemy.Enemy</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_t\"></a>- t -</h3><ul>\n<li>totalhp\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#af93fcffe1d5f4b16ad7ca71b54a779d7\">actor.player.Player</a>\n</li>\n<li>travelPoint\n: <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#ab98be6a25c06f1e149ff22c90a6937c9\">actor.keese.Keese</a>\n</li>\n<li>type\n: <a class=\"el\" href=\"classactor_1_1item_1_1_item.html#ae65791520a3bdb6905e6e14a8b0abb3c\">actor.item.Item</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_u\"></a>- u -</h3><ul>\n<li>ul\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a612895753b85eced72f425f4f23885fd\">collision.levelmanager.LevelManager</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_w\"></a>- w -</h3><ul>\n<li>walkDown\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4671e233ca20a575cd6cf6019a56bb12\">actor.player.Player</a>\n</li>\n<li>walkFrames\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae583478be5ec05f00f4f3fb460516012\">actor.stalfos.Stalfos</a>\n</li>\n<li>walkLeft\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6a324fb53de6ee4b4bab31ea3fc0ffcf\">actor.player.Player</a>\n</li>\n<li>walkRight\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae4f80d82c8fa045ba5f244d3418b1a1a\">actor.player.Player</a>\n</li>\n<li>walkStartFrame\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac0fcfca44d7cc2642a4116806bb6b1b6\">actor.stalfos.Stalfos</a>\n</li>\n<li>walkUp\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae184fcb45669b5da9ce115fcf4446099\">actor.player.Player</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_x\"></a>- x -</h3><ul>\n<li>x\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5d1c987dbd37f1da1496915d4a754d70\">collision.levelmanager.LevelManager</a>\n</li>\n<li>xSpeed\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a72a68cb13edf22766de1bb935d77b477\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa8507ebe3d7bf619d0e630af700a18eb\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aeb8e66f955c0233222186a0b31ffebec\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6708bc69526dffd73c714657dbfa0625\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4d93a0d3f92f4e23517b90e538d40467\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43a40d9338696f2c75c883b13a13ea45\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n\n\n<h3><a id=\"index_y\"></a>- y -</h3><ul>\n<li>y\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5b6011487a9ea527e43194554dbf1326\">collision.levelmanager.LevelManager</a>\n</li>\n<li>ySpeed\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af3ffc8e8c2a5637f468355a055d4671f\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a9df94b7c1824222274977377fc61de0b\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a87f95efd62b2ebc27b5f742d9ae50ca6\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6a288010700b821bc27840aa94faf35f\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ab71f0423b0af31ef9f60230eda08ff91\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/functions_w.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_w\"></a>- w -</h3><ul>\n<li>walkDown\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4671e233ca20a575cd6cf6019a56bb12\">actor.player.Player</a>\n</li>\n<li>walkFrames\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ae583478be5ec05f00f4f3fb460516012\">actor.stalfos.Stalfos</a>\n</li>\n<li>walkLeft\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6a324fb53de6ee4b4bab31ea3fc0ffcf\">actor.player.Player</a>\n</li>\n<li>walkRight\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae4f80d82c8fa045ba5f244d3418b1a1a\">actor.player.Player</a>\n</li>\n<li>walkStartFrame\n: <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ac0fcfca44d7cc2642a4116806bb6b1b6\">actor.stalfos.Stalfos</a>\n</li>\n<li>walkUp\n: <a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae184fcb45669b5da9ce115fcf4446099\">actor.player.Player</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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  {
    "path": "Doc/Design/MIS/html/functions_x.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_x\"></a>- x -</h3><ul>\n<li>x\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5d1c987dbd37f1da1496915d4a754d70\">collision.levelmanager.LevelManager</a>\n</li>\n<li>xSpeed\n: <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html#a72a68cb13edf22766de1bb935d77b477\">actor.aquamentus.Aquamentus</a>\n, <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#aa8507ebe3d7bf619d0e630af700a18eb\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#aeb8e66f955c0233222186a0b31ffebec\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a6708bc69526dffd73c714657dbfa0625\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a4d93a0d3f92f4e23517b90e538d40467\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#a43a40d9338696f2c75c883b13a13ea45\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
  {
    "path": "Doc/Design/MIS/html/functions_y.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Members</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"contents\">\n<div class=\"textblock\">Here is a list of all documented class members with links to the class documentation for each member:</div>\n\n<h3><a id=\"index_y\"></a>- y -</h3><ul>\n<li>y\n: <a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html#a5b6011487a9ea527e43194554dbf1326\">collision.levelmanager.LevelManager</a>\n</li>\n<li>ySpeed\n: <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html#af3ffc8e8c2a5637f468355a055d4671f\">actor.boss.Boss</a>\n, <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html#a9df94b7c1824222274977377fc61de0b\">actor.enemy.Enemy</a>\n, <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html#a87f95efd62b2ebc27b5f742d9ae50ca6\">actor.fireball.Fireball</a>\n, <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html#a6a288010700b821bc27840aa94faf35f\">actor.keese.Keese</a>\n, <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html#ab71f0423b0af31ef9f60230eda08ff91\">actor.stalfos.Stalfos</a>\n</li>\n</ul>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/healthbar_8py.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/healthbar.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">healthbar.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>HealthBar Class  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\">actor.healthbar.Health_Bar</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This class represents the HealthBar for the user controlled player character.  <a href=\"classactor_1_1healthbar_1_1_health___bar.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>HealthBar Class </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
  },
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    "path": "Doc/Design/MIS/html/hierarchy.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: Class Hierarchy</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n</div><!-- top -->\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">Class Hierarchy</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n<div class=\"textblock\">This inheritance list is sorted roughly, but not completely, alphabetically:</div><div class=\"directory\">\n<div class=\"levels\">[detail level <span onclick=\"javascript:toggleLevel(1);\">1</span><span onclick=\"javascript:toggleLevel(2);\">2</span><span onclick=\"javascript:toggleLevel(3);\">3</span>]</div><table class=\"directory\">\n<tr id=\"row_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classcollision_1_1levelmanager_1_1_level_manager.html\" target=\"_self\">collision.levelmanager.LevelManager</a></td><td class=\"desc\">Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-written data and loading it when the game starts and when a transition occurs </td></tr>\n<tr id=\"row_1_\"><td class=\"entry\"><span style=\"width:0px;display:inline-block;\">&#160;</span><span id=\"arr_1_\" class=\"arrow\" onclick=\"toggleFolder('1_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">C</span></span><b>object</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_1_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" target=\"_self\">actor.spritesheet.SpriteSheet</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1spritesheet_1_1_sprite_sheet.html\" title=\"This class represents the SpriteSheet object, allowing sprites to be loaded and processed. \">SpriteSheet</a> object, allowing sprites to be loaded and processed </td></tr>\n<tr id=\"row_2_\"><td class=\"entry\"><span style=\"width:0px;display:inline-block;\">&#160;</span><span id=\"arr_2_\" class=\"arrow\" onclick=\"toggleFolder('2_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">C</span></span><b>Sprite</b></td><td class=\"desc\"></td></tr>\n<tr id=\"row_2_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" target=\"_self\">actor.boomerang.Boomerang</a></td><td class=\"desc\"><a class=\"el\" href=\"classactor_1_1boomerang_1_1_boomerang.html\" title=\"Boomerang Weapon Class  The class holding the creation, behaviour, and collision effects of the playe...\">Boomerang</a> Weapon Class  The class holding the creation, behaviour, and collision effects of the player's boomerang weapon </td></tr>\n<tr id=\"row_2_1_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_2_1_\" class=\"arrow\" onclick=\"toggleFolder('2_1_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" target=\"_self\">actor.boss.Boss</a></td><td class=\"desc\">Superclass for representing a <a class=\"el\" href=\"classactor_1_1boss_1_1_boss.html\" title=\"Superclass for representing a Boss. \">Boss</a> </td></tr>\n<tr id=\"row_2_1_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" target=\"_self\">actor.aquamentus.Aquamentus</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1aquamentus_1_1_aquamentus.html\" title=\"This class represents the Aquamentus Boss. \">Aquamentus</a> Boss </td></tr>\n<tr id=\"row_2_2_\"><td class=\"entry\"><span style=\"width:16px;display:inline-block;\">&#160;</span><span id=\"arr_2_2_\" class=\"arrow\" onclick=\"toggleFolder('2_2_')\">&#9660;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" target=\"_self\">actor.enemy.Enemy</a></td><td class=\"desc\">Superclass for representing an <a class=\"el\" href=\"classactor_1_1enemy_1_1_enemy.html\" title=\"Superclass for representing an Enemy. \">Enemy</a> </td></tr>\n<tr id=\"row_2_2_0_\" class=\"even\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" target=\"_self\">actor.keese.Keese</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1keese_1_1_keese.html\" title=\"This class represents the Keese enemy. \">Keese</a> enemy </td></tr>\n<tr id=\"row_2_2_1_\"><td class=\"entry\"><span style=\"width:48px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" target=\"_self\">actor.stalfos.Stalfos</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> enemy </td></tr>\n<tr id=\"row_2_3_\" class=\"even\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" target=\"_self\">actor.fireball.Fireball</a></td><td class=\"desc\">This class represents the <a class=\"el\" href=\"classactor_1_1fireball_1_1_fireball.html\" title=\"This class represents the Fireball object. \">Fireball</a> object </td></tr>\n<tr id=\"row_2_4_\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1healthbar_1_1_health___bar.html\" target=\"_self\">actor.healthbar.Health_Bar</a></td><td class=\"desc\">This class represents the HealthBar for the user controlled player character </td></tr>\n<tr id=\"row_2_5_\" class=\"even\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" target=\"_self\">actor.item.Item</a></td><td class=\"desc\">Consumable <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn </td></tr>\n<tr id=\"row_2_6_\"><td class=\"entry\"><span style=\"width:32px;display:inline-block;\">&#160;</span><span class=\"icona\"><span class=\"icon\">C</span></span><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" target=\"_self\">actor.player.Player</a></td><td class=\"desc\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\" title=\"Player Class  A pygame sprite subclass for 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class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/item_8py.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python, Modular Interface Specification: src/actor/item.py File Reference</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">item.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Consumable Items  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1item_1_1_item.html\">actor.item.Item</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Consumable <a class=\"el\" href=\"classactor_1_1item_1_1_item.html\" title=\"Consumable Item Class  This class is used for the creation of a random consumable item...\">Item</a> Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn.  <a href=\"classactor_1_1item_1_1_item.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Consumable Items </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 6 2018 </dd></dl>\n</div></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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this.each(function(bC){b(this).addClass(by.call(this,bC,this.className))})}if(by&&typeof by===\"string\"){bA=by.split(af);for(bw=0,bv=this.length;bw<bv;bw++){bx=this[bw];if(bx.nodeType===1){if(!bx.className&&bA.length===1){bx.className=by}else{bz=\" \"+bx.className+\" \";for(bB=0,e=bA.length;bB<e;bB++){if(!~bz.indexOf(\" \"+bA[bB]+\" \")){bz+=bA[bB]+\" \"}}bx.className=b.trim(bz)}}}}return this},removeClass:function(bz){var bA,bw,bv,by,bx,bB,e;if(b.isFunction(bz)){return this.each(function(bC){b(this).removeClass(bz.call(this,bC,this.className))})}if((bz&&typeof bz===\"string\")||bz===L){bA=(bz||\"\").split(af);for(bw=0,bv=this.length;bw<bv;bw++){by=this[bw];if(by.nodeType===1&&by.className){if(bz){bx=(\" \"+by.className+\" \").replace(aP,\" \");for(bB=0,e=bA.length;bB<e;bB++){bx=bx.replace(\" \"+bA[bB]+\" \",\" \")}by.className=b.trim(bx)}else{by.className=\"\"}}}}return this},toggleClass:function(bx,bv){var bw=typeof bx,e=typeof bv===\"boolean\";if(b.isFunction(bx)){return this.each(function(by){b(this).toggleClass(bx.call(this,by,this.className,bv),bv)})}return this.each(function(){if(bw===\"string\"){var bA,bz=0,by=b(this),bB=bv,bC=bx.split(af);while((bA=bC[bz++])){bB=e?bB:!by.hasClass(bA);by[bB?\"addClass\":\"removeClass\"](bA)}}else{if(bw===\"undefined\"||bw===\"boolean\"){if(this.className){b._data(this,\"__className__\",this.className)}this.className=this.className||bx===false?\"\":b._data(this,\"__className__\")||\"\"}}})},hasClass:function(e){var bx=\" \"+e+\" \",bw=0,bv=this.length;for(;bw<bv;bw++){if(this[bw].nodeType===1&&(\" \"+this[bw].className+\" \").replace(aP,\" \").indexOf(bx)>-1){return true}}return false},val:function(bx){var e,bv,by,bw=this[0];if(!arguments.length){if(bw){e=b.valHooks[bw.nodeName.toLowerCase()]||b.valHooks[bw.type];if(e&&\"get\" in e&&(bv=e.get(bw,\"value\"))!==L){return bv}bv=bw.value;return typeof bv===\"string\"?bv.replace(aU,\"\"):bv==null?\"\":bv}return}by=b.isFunction(bx);return this.each(function(bA){var bz=b(this),bB;if(this.nodeType!==1){return}if(by){bB=bx.call(this,bA,bz.val())}else{bB=bx}if(bB==null){bB=\"\"}else{if(typeof bB===\"number\"){bB+=\"\"}else{if(b.isArray(bB)){bB=b.map(bB,function(bC){return bC==null?\"\":bC+\"\"})}}}e=b.valHooks[this.nodeName.toLowerCase()]||b.valHooks[this.type];if(!e||!(\"set\" in e)||e.set(this,bB,\"value\")===L){this.value=bB}})}});b.extend({valHooks:{option:{get:function(e){var bv=e.attributes.value;return !bv||bv.specified?e.value:e.text}},select:{get:function(e){var bA,bv,bz,bx,by=e.selectedIndex,bB=[],bC=e.options,bw=e.type===\"select-one\";if(by<0){return null}bv=bw?by:0;bz=bw?by+1:bC.length;for(;bv<bz;bv++){bx=bC[bv];if(bx.selected&&(b.support.optDisabled?!bx.disabled:bx.getAttribute(\"disabled\")===null)&&(!bx.parentNode.disabled||!b.nodeName(bx.parentNode,\"optgroup\"))){bA=b(bx).val();if(bw){return bA}bB.push(bA)}}if(bw&&!bB.length&&bC.length){return b(bC[by]).val()}return bB},set:function(bv,bw){var e=b.makeArray(bw);b(bv).find(\"option\").each(function(){this.selected=b.inArray(b(this).val(),e)>=0});if(!e.length){bv.selectedIndex=-1}return e}}},attrFn:{val:true,css:true,html:true,text:true,data:true,width:true,height:true,offset:true},attr:function(bA,bx,bB,bz){var bw,e,by,bv=bA.nodeType;if(!bA||bv===3||bv===8||bv===2){return}if(bz&&bx in b.attrFn){return b(bA)[bx](bB)}if(typeof bA.getAttribute===\"undefined\"){return b.prop(bA,bx,bB)}by=bv!==1||!b.isXMLDoc(bA);if(by){bx=bx.toLowerCase();e=b.attrHooks[bx]||(ao.test(bx)?aY:be)}if(bB!==L){if(bB===null){b.removeAttr(bA,bx);return}else{if(e&&\"set\" in e&&by&&(bw=e.set(bA,bB,bx))!==L){return bw}else{bA.setAttribute(bx,\"\"+bB);return bB}}}else{if(e&&\"get\" in e&&by&&(bw=e.get(bA,bx))!==null){return bw}else{bw=bA.getAttribute(bx);return bw===null?L:bw}}},removeAttr:function(bx,bz){var by,bA,bv,e,bw=0;if(bz&&bx.nodeType===1){bA=bz.toLowerCase().split(af);e=bA.length;for(;bw<e;bw++){bv=bA[bw];if(bv){by=b.propFix[bv]||bv;b.attr(bx,bv,\"\");bx.removeAttribute(F?bv:by);if(ao.test(bv)&&by in bx){bx[by]=false}}}}},attrHooks:{type:{set:function(e,bv){if(g.test(e.nodeName)&&e.parentNode){b.error(\"type property can't be changed\")}else{if(!b.support.radioValue&&bv===\"radio\"&&b.nodeName(e,\"input\")){var bw=e.value;e.setAttribute(\"type\",bv);if(bw){e.value=bw}return bv}}}},value:{get:function(bv,e){if(be&&b.nodeName(bv,\"button\")){return be.get(bv,e)}return e in bv?bv.value:null},set:function(bv,bw,e){if(be&&b.nodeName(bv,\"button\")){return be.set(bv,bw,e)}bv.value=bw}}},propFix:{tabindex:\"tabIndex\",readonly:\"readOnly\",\"for\":\"htmlFor\",\"class\":\"className\",maxlength:\"maxLength\",cellspacing:\"cellSpacing\",cellpadding:\"cellPadding\",rowspan:\"rowSpan\",colspan:\"colSpan\",usemap:\"useMap\",frameborder:\"frameBorder\",contenteditable:\"contentEditable\"},prop:function(bz,bx,bA){var bw,e,by,bv=bz.nodeType;if(!bz||bv===3||bv===8||bv===2){return}by=bv!==1||!b.isXMLDoc(bz);if(by){bx=b.propFix[bx]||bx;e=b.propHooks[bx]}if(bA!==L){if(e&&\"set\" in e&&(bw=e.set(bz,bA,bx))!==L){return bw}else{return(bz[bx]=bA)}}else{if(e&&\"get\" in e&&(bw=e.get(bz,bx))!==null){return bw}else{return bz[bx]}}},propHooks:{tabIndex:{get:function(bv){var e=bv.getAttributeNode(\"tabindex\");return e&&e.specified?parseInt(e.value,10):D.test(bv.nodeName)||l.test(bv.nodeName)&&bv.href?0:L}}}});b.attrHooks.tabindex=b.propHooks.tabIndex;aY={get:function(bv,e){var bx,bw=b.prop(bv,e);return bw===true||typeof bw!==\"boolean\"&&(bx=bv.getAttributeNode(e))&&bx.nodeValue!==false?e.toLowerCase():L},set:function(bv,bx,e){var bw;if(bx===false){b.removeAttr(bv,e)}else{bw=b.propFix[e]||e;if(bw in bv){bv[bw]=true}bv.setAttribute(e,e.toLowerCase())}return e}};if(!F){aF={name:true,id:true};be=b.valHooks.button={get:function(bw,bv){var e;e=bw.getAttributeNode(bv);return e&&(aF[bv]?e.nodeValue!==\"\":e.specified)?e.nodeValue:L},set:function(bw,bx,bv){var e=bw.getAttributeNode(bv);if(!e){e=av.createAttribute(bv);bw.setAttributeNode(e)}return(e.nodeValue=bx+\"\")}};b.attrHooks.tabindex.set=be.set;b.each([\"width\",\"height\"],function(bv,e){b.attrHooks[e]=b.extend(b.attrHooks[e],{set:function(bw,bx){if(bx===\"\"){bw.setAttribute(e,\"auto\");return bx}}})});b.attrHooks.contenteditable={get:be.get,set:function(bv,bw,e){if(bw===\"\"){bw=\"false\"}be.set(bv,bw,e)}}}if(!b.support.hrefNormalized){b.each([\"href\",\"src\",\"width\",\"height\"],function(bv,e){b.attrHooks[e]=b.extend(b.attrHooks[e],{get:function(bx){var bw=bx.getAttribute(e,2);return bw===null?L:bw}})})}if(!b.support.style){b.attrHooks.style={get:function(e){return e.style.cssText.toLowerCase()||L},set:function(e,bv){return(e.style.cssText=\"\"+bv)}}}if(!b.support.optSelected){b.propHooks.selected=b.extend(b.propHooks.selected,{get:function(bv){var e=bv.parentNode;if(e){e.selectedIndex;if(e.parentNode){e.parentNode.selectedIndex}}return null}})}if(!b.support.enctype){b.propFix.enctype=\"encoding\"}if(!b.support.checkOn){b.each([\"radio\",\"checkbox\"],function(){b.valHooks[this]={get:function(e){return e.getAttribute(\"value\")===null?\"on\":e.value}}})}b.each([\"radio\",\"checkbox\"],function(){b.valHooks[this]=b.extend(b.valHooks[this],{set:function(e,bv){if(b.isArray(bv)){return(e.checked=b.inArray(b(e).val(),bv)>=0)}}})});var bd=/^(?:textarea|input|select)$/i,n=/^([^\\.]*)?(?:\\.(.+))?$/,J=/\\bhover(\\.\\S+)?\\b/,aO=/^key/,bf=/^(?:mouse|contextmenu)|click/,T=/^(?:focusinfocus|focusoutblur)$/,U=/^(\\w*)(?:#([\\w\\-]+))?(?:\\.([\\w\\-]+))?$/,Y=function(e){var bv=U.exec(e);if(bv){bv[1]=(bv[1]||\"\").toLowerCase();bv[3]=bv[3]&&new RegExp(\"(?:^|\\\\s)\"+bv[3]+\"(?:\\\\s|$)\")}return bv},j=function(bw,e){var bv=bw.attributes||{};return((!e[1]||bw.nodeName.toLowerCase()===e[1])&&(!e[2]||(bv.id||{}).value===e[2])&&(!e[3]||e[3].test((bv[\"class\"]||{}).value)))},bt=function(e){return b.event.special.hover?e:e.replace(J,\"mouseenter$1 mouseleave$1\")};b.event={add:function(bx,bC,bJ,bA,by){var bD,bB,bK,bI,bH,bF,e,bG,bv,bz,bw,bE;if(bx.nodeType===3||bx.nodeType===8||!bC||!bJ||!(bD=b._data(bx))){return}if(bJ.handler){bv=bJ;bJ=bv.handler}if(!bJ.guid){bJ.guid=b.guid++}bK=bD.events;if(!bK){bD.events=bK={}}bB=bD.handle;if(!bB){bD.handle=bB=function(bL){return typeof b!==\"undefined\"&&(!bL||b.event.triggered!==bL.type)?b.event.dispatch.apply(bB.elem,arguments):L};bB.elem=bx}bC=b.trim(bt(bC)).split(\" \");for(bI=0;bI<bC.length;bI++){bH=n.exec(bC[bI])||[];bF=bH[1];e=(bH[2]||\"\").split(\".\").sort();bE=b.event.special[bF]||{};bF=(by?bE.delegateType:bE.bindType)||bF;bE=b.event.special[bF]||{};bG=b.extend({type:bF,origType:bH[1],data:bA,handler:bJ,guid:bJ.guid,selector:by,quick:Y(by),namespace:e.join(\".\")},bv);bw=bK[bF];if(!bw){bw=bK[bF]=[];bw.delegateCount=0;if(!bE.setup||bE.setup.call(bx,bA,e,bB)===false){if(bx.addEventListener){bx.addEventListener(bF,bB,false)}else{if(bx.attachEvent){bx.attachEvent(\"on\"+bF,bB)}}}}if(bE.add){bE.add.call(bx,bG);if(!bG.handler.guid){bG.handler.guid=bJ.guid}}if(by){bw.splice(bw.delegateCount++,0,bG)}else{bw.push(bG)}b.event.global[bF]=true}bx=null},global:{},remove:function(bJ,bE,bv,bH,bB){var bI=b.hasData(bJ)&&b._data(bJ),bF,bx,bz,bL,bC,bA,bG,bw,by,bK,bD,e;if(!bI||!(bw=bI.events)){return}bE=b.trim(bt(bE||\"\")).split(\" \");for(bF=0;bF<bE.length;bF++){bx=n.exec(bE[bF])||[];bz=bL=bx[1];bC=bx[2];if(!bz){for(bz in bw){b.event.remove(bJ,bz+bE[bF],bv,bH,true)}continue}by=b.event.special[bz]||{};bz=(bH?by.delegateType:by.bindType)||bz;bD=bw[bz]||[];bA=bD.length;bC=bC?new RegExp(\"(^|\\\\.)\"+bC.split(\".\").sort().join(\"\\\\.(?:.*\\\\.)?\")+\"(\\\\.|$)\"):null;for(bG=0;bG<bD.length;bG++){e=bD[bG];if((bB||bL===e.origType)&&(!bv||bv.guid===e.guid)&&(!bC||bC.test(e.namespace))&&(!bH||bH===e.selector||bH===\"**\"&&e.selector)){bD.splice(bG--,1);if(e.selector){bD.delegateCount--}if(by.remove){by.remove.call(bJ,e)}}}if(bD.length===0&&bA!==bD.length){if(!by.teardown||by.teardown.call(bJ,bC)===false){b.removeEvent(bJ,bz,bI.handle)}delete bw[bz]}}if(b.isEmptyObject(bw)){bK=bI.handle;if(bK){bK.elem=null}b.removeData(bJ,[\"events\",\"handle\"],true)}},customEvent:{getData:true,setData:true,changeData:true},trigger:function(bv,bD,bA,bJ){if(bA&&(bA.nodeType===3||bA.nodeType===8)){return}var bG=bv.type||bv,bx=[],e,bw,bC,bH,bz,by,bF,bE,bB,bI;if(T.test(bG+b.event.triggered)){return}if(bG.indexOf(\"!\")>=0){bG=bG.slice(0,-1);bw=true}if(bG.indexOf(\".\")>=0){bx=bG.split(\".\");bG=bx.shift();bx.sort()}if((!bA||b.event.customEvent[bG])&&!b.event.global[bG]){return}bv=typeof bv===\"object\"?bv[b.expando]?bv:new b.Event(bG,bv):new b.Event(bG);bv.type=bG;bv.isTrigger=true;bv.exclusive=bw;bv.namespace=bx.join(\".\");bv.namespace_re=bv.namespace?new RegExp(\"(^|\\\\.)\"+bx.join(\"\\\\.(?:.*\\\\.)?\")+\"(\\\\.|$)\"):null;by=bG.indexOf(\":\")<0?\"on\"+bG:\"\";if(!bA){e=b.cache;for(bC in e){if(e[bC].events&&e[bC].events[bG]){b.event.trigger(bv,bD,e[bC].handle.elem,true)}}return}bv.result=L;if(!bv.target){bv.target=bA}bD=bD!=null?b.makeArray(bD):[];bD.unshift(bv);bF=b.event.special[bG]||{};if(bF.trigger&&bF.trigger.apply(bA,bD)===false){return}bB=[[bA,bF.bindType||bG]];if(!bJ&&!bF.noBubble&&!b.isWindow(bA)){bI=bF.delegateType||bG;bH=T.test(bI+bG)?bA:bA.parentNode;bz=null;for(;bH;bH=bH.parentNode){bB.push([bH,bI]);bz=bH}if(bz&&bz===bA.ownerDocument){bB.push([bz.defaultView||bz.parentWindow||bb,bI])}}for(bC=0;bC<bB.length&&!bv.isPropagationStopped();bC++){bH=bB[bC][0];bv.type=bB[bC][1];bE=(b._data(bH,\"events\")||{})[bv.type]&&b._data(bH,\"handle\");if(bE){bE.apply(bH,bD)}bE=by&&bH[by];if(bE&&b.acceptData(bH)&&bE.apply(bH,bD)===false){bv.preventDefault()}}bv.type=bG;if(!bJ&&!bv.isDefaultPrevented()){if((!bF._default||bF._default.apply(bA.ownerDocument,bD)===false)&&!(bG===\"click\"&&b.nodeName(bA,\"a\"))&&b.acceptData(bA)){if(by&&bA[bG]&&((bG!==\"focus\"&&bG!==\"blur\")||bv.target.offsetWidth!==0)&&!b.isWindow(bA)){bz=bA[by];if(bz){bA[by]=null}b.event.triggered=bG;bA[bG]();b.event.triggered=L;if(bz){bA[by]=bz}}}}return bv.result},dispatch:function(e){e=b.event.fix(e||bb.event);var bz=((b._data(this,\"events\")||{})[e.type]||[]),bA=bz.delegateCount,bG=[].slice.call(arguments,0),by=!e.exclusive&&!e.namespace,bH=[],bC,bB,bK,bx,bF,bE,bv,bD,bI,bw,bJ;bG[0]=e;e.delegateTarget=this;if(bA&&!e.target.disabled&&!(e.button&&e.type===\"click\")){bx=b(this);bx.context=this.ownerDocument||this;for(bK=e.target;bK!=this;bK=bK.parentNode||this){bE={};bD=[];bx[0]=bK;for(bC=0;bC<bA;bC++){bI=bz[bC];bw=bI.selector;if(bE[bw]===L){bE[bw]=(bI.quick?j(bK,bI.quick):bx.is(bw))}if(bE[bw]){bD.push(bI)}}if(bD.length){bH.push({elem:bK,matches:bD})}}}if(bz.length>bA){bH.push({elem:this,matches:bz.slice(bA)})}for(bC=0;bC<bH.length&&!e.isPropagationStopped();bC++){bv=bH[bC];e.currentTarget=bv.elem;for(bB=0;bB<bv.matches.length&&!e.isImmediatePropagationStopped();bB++){bI=bv.matches[bB];if(by||(!e.namespace&&!bI.namespace)||e.namespace_re&&e.namespace_re.test(bI.namespace)){e.data=bI.data;e.handleObj=bI;bF=((b.event.special[bI.origType]||{}).handle||bI.handler).apply(bv.elem,bG);if(bF!==L){e.result=bF;if(bF===false){e.preventDefault();e.stopPropagation()}}}}}return 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bw,bv=b.timers,e=0;for(;e<bv.length;e++){bw=bv[e];if(!bw()&&bv[e]===bw){bv.splice(e--,1)}}if(!bv.length){b.fx.stop()}},interval:13,stop:function(){clearInterval(a3);a3=null},speeds:{slow:600,fast:200,_default:400},step:{opacity:function(e){b.style(e.elem,\"opacity\",e.now)},_default:function(e){if(e.elem.style&&e.elem.style[e.prop]!=null){e.elem.style[e.prop]=e.now+e.unit}else{e.elem[e.prop]=e.now}}}});b.each([\"width\",\"height\"],function(e,bv){b.fx.step[bv]=function(bw){b.style(bw.elem,bv,Math.max(0,bw.now)+bw.unit)}});if(b.expr&&b.expr.filters){b.expr.filters.animated=function(e){return b.grep(b.timers,function(bv){return e===bv.elem}).length}}function x(bx){if(!Q[bx]){var e=av.body,bv=b(\"<\"+bx+\">\").appendTo(e),bw=bv.css(\"display\");bv.remove();if(bw===\"none\"||bw===\"\"){if(!a8){a8=av.createElement(\"iframe\");a8.frameBorder=a8.width=a8.height=0}e.appendChild(a8);if(!m||!a8.createElement){m=(a8.contentWindow||a8.contentDocument).document;m.write((av.compatMode===\"CSS1Compat\"?\"<!doctype html>\":\"\")+\"<html><body>\");m.close()}bv=m.createElement(bx);m.body.appendChild(bv);bw=b.css(bv,\"display\");e.removeChild(a8)}Q[bx]=bw}return Q[bx]}var V=/^t(?:able|d|h)$/i,ad=/^(?:body|html)$/i;if(\"getBoundingClientRect\" in av.documentElement){b.fn.offset=function(bI){var by=this[0],bB;if(bI){return this.each(function(e){b.offset.setOffset(this,bI,e)})}if(!by||!by.ownerDocument){return null}if(by===by.ownerDocument.body){return b.offset.bodyOffset(by)}try{bB=by.getBoundingClientRect()}catch(bF){}var bH=by.ownerDocument,bw=bH.documentElement;if(!bB||!b.contains(bw,by)){return bB?{top:bB.top,left:bB.left}:{top:0,left:0}}var bC=bH.body,bD=aK(bH),bA=bw.clientTop||bC.clientTop||0,bE=bw.clientLeft||bC.clientLeft||0,bv=bD.pageYOffset||b.support.boxModel&&bw.scrollTop||bC.scrollTop,bz=bD.pageXOffset||b.support.boxModel&&bw.scrollLeft||bC.scrollLeft,bG=bB.top+bv-bA,bx=bB.left+bz-bE;return{top:bG,left:bx}}}else{b.fn.offset=function(bF){var bz=this[0];if(bF){return this.each(function(bG){b.offset.setOffset(this,bF,bG)})}if(!bz||!bz.ownerDocument){return null}if(bz===bz.ownerDocument.body){return b.offset.bodyOffset(bz)}var bC,bw=bz.offsetParent,bv=bz,bE=bz.ownerDocument,bx=bE.documentElement,bA=bE.body,bB=bE.defaultView,e=bB?bB.getComputedStyle(bz,null):bz.currentStyle,bD=bz.offsetTop,by=bz.offsetLeft;while((bz=bz.parentNode)&&bz!==bA&&bz!==bx){if(b.support.fixedPosition&&e.position===\"fixed\"){break}bC=bB?bB.getComputedStyle(bz,null):bz.currentStyle;bD-=bz.scrollTop;by-=bz.scrollLeft;if(bz===bw){bD+=bz.offsetTop;by+=bz.offsetLeft;if(b.support.doesNotAddBorder&&!(b.support.doesAddBorderForTableAndCells&&V.test(bz.nodeName))){bD+=parseFloat(bC.borderTopWidth)||0;by+=parseFloat(bC.borderLeftWidth)||0}bv=bw;bw=bz.offsetParent}if(b.support.subtractsBorderForOverflowNotVisible&&bC.overflow!==\"visible\"){bD+=parseFloat(bC.borderTopWidth)||0;by+=parseFloat(bC.borderLeftWidth)||0}e=bC}if(e.position===\"relative\"||e.position===\"static\"){bD+=bA.offsetTop;by+=bA.offsetLeft}if(b.support.fixedPosition&&e.position===\"fixed\"){bD+=Math.max(bx.scrollTop,bA.scrollTop);by+=Math.max(bx.scrollLeft,bA.scrollLeft)}return{top:bD,left:by}}}b.offset={bodyOffset:function(e){var bw=e.offsetTop,bv=e.offsetLeft;if(b.support.doesNotIncludeMarginInBodyOffset){bw+=parseFloat(b.css(e,\"marginTop\"))||0;bv+=parseFloat(b.css(e,\"marginLeft\"))||0}return{top:bw,left:bv}},setOffset:function(bx,bG,bA){var bB=b.css(bx,\"position\");if(bB===\"static\"){bx.style.position=\"relative\"}var bz=b(bx),bv=bz.offset(),e=b.css(bx,\"top\"),bE=b.css(bx,\"left\"),bF=(bB===\"absolute\"||bB===\"fixed\")&&b.inArray(\"auto\",[e,bE])>-1,bD={},bC={},bw,by;if(bF){bC=bz.position();bw=bC.top;by=bC.left}else{bw=parseFloat(e)||0;by=parseFloat(bE)||0}if(b.isFunction(bG)){bG=bG.call(bx,bA,bv)}if(bG.top!=null){bD.top=(bG.top-bv.top)+bw}if(bG.left!=null){bD.left=(bG.left-bv.left)+by}if(\"using\" in bG){bG.using.call(bx,bD)}else{bz.css(bD)}}};b.fn.extend({position:function(){if(!this[0]){return null}var bw=this[0],bv=this.offsetParent(),bx=this.offset(),e=ad.test(bv[0].nodeName)?{top:0,left:0}:bv.offset();bx.top-=parseFloat(b.css(bw,\"marginTop\"))||0;bx.left-=parseFloat(b.css(bw,\"marginLeft\"))||0;e.top+=parseFloat(b.css(bv[0],\"borderTopWidth\"))||0;e.left+=parseFloat(b.css(bv[0],\"borderLeftWidth\"))||0;return{top:bx.top-e.top,left:bx.left-e.left}},offsetParent:function(){return this.map(function(){var e=this.offsetParent||av.body;while(e&&(!ad.test(e.nodeName)&&b.css(e,\"position\")===\"static\")){e=e.offsetParent}return e})}});b.each([\"Left\",\"Top\"],function(bv,e){var bw=\"scroll\"+e;b.fn[bw]=function(bz){var bx,by;if(bz===L){bx=this[0];if(!bx){return null}by=aK(bx);return by?(\"pageXOffset\" in by)?by[bv?\"pageYOffset\":\"pageXOffset\"]:b.support.boxModel&&by.document.documentElement[bw]||by.document.body[bw]:bx[bw]}return this.each(function(){by=aK(this);if(by){by.scrollTo(!bv?bz:b(by).scrollLeft(),bv?bz:b(by).scrollTop())}else{this[bw]=bz}})}});function aK(e){return b.isWindow(e)?e:e.nodeType===9?e.defaultView||e.parentWindow:false}b.each([\"Height\",\"Width\"],function(bv,e){var bw=e.toLowerCase();b.fn[\"inner\"+e]=function(){var bx=this[0];return bx?bx.style?parseFloat(b.css(bx,bw,\"padding\")):this[bw]():null};b.fn[\"outer\"+e]=function(by){var bx=this[0];return bx?bx.style?parseFloat(b.css(bx,bw,by?\"margin\":\"border\")):this[bw]():null};b.fn[bw]=function(bz){var bA=this[0];if(!bA){return bz==null?null:this}if(b.isFunction(bz)){return this.each(function(bE){var bD=b(this);bD[bw](bz.call(this,bE,bD[bw]()))})}if(b.isWindow(bA)){var bB=bA.document.documentElement[\"client\"+e],bx=bA.document.body;return bA.document.compatMode===\"CSS1Compat\"&&bB||bx&&bx[\"client\"+e]||bB}else{if(bA.nodeType===9){return Math.max(bA.documentElement[\"client\"+e],bA.body[\"scroll\"+e],bA.documentElement[\"scroll\"+e],bA.body[\"offset\"+e],bA.documentElement[\"offset\"+e])}else{if(bz===L){var bC=b.css(bA,bw),by=parseFloat(bC);return b.isNumeric(by)?by:bC}else{return this.css(bw,typeof bz===\"string\"?bz:bz+\"px\")}}}}});bb.jQuery=bb.$=b;if(typeof define===\"function\"&&define.amd&&define.amd.jQuery){define(\"jquery\",[],function(){return b})}})(window);/*!\n * jQuery UI 1.8.18\n *\n * Copyright 2011, AUTHORS.txt (http://jqueryui.com/about)\n * Dual licensed under the MIT or GPL Version 2 licenses.\n * http://jquery.org/license\n *\n * http://docs.jquery.com/UI\n */\n(function(a,d){a.ui=a.ui||{};if(a.ui.version){return}a.extend(a.ui,{version:\"1.8.18\",keyCode:{ALT:18,BACKSPACE:8,CAPS_LOCK:20,COMMA:188,COMMAND:91,COMMAND_LEFT:91,COMMAND_RIGHT:93,CONTROL:17,DELETE:46,DOWN:40,END:35,ENTER:13,ESCAPE:27,HOME:36,INSERT:45,LEFT:37,MENU:93,NUMPAD_ADD:107,NUMPAD_DECIMAL:110,NUMPAD_DIVIDE:111,NUMPAD_ENTER:108,NUMPAD_MULTIPLY:106,NUMPAD_SUBTRACT:109,PAGE_DOWN:34,PAGE_UP:33,PERIOD:190,RIGHT:39,SHIFT:16,SPACE:32,TAB:9,UP:38,WINDOWS:91}});a.fn.extend({propAttr:a.fn.prop||a.fn.attr,_focus:a.fn.focus,focus:function(e,f){return typeof e===\"number\"?this.each(function(){var g=this;setTimeout(function(){a(g).focus();if(f){f.call(g)}},e)}):this._focus.apply(this,arguments)},scrollParent:function(){var e;if((a.browser.msie&&(/(static|relative)/).test(this.css(\"position\")))||(/absolute/).test(this.css(\"position\"))){e=this.parents().filter(function(){return(/(relative|absolute|fixed)/).test(a.curCSS(this,\"position\",1))&&(/(auto|scroll)/).test(a.curCSS(this,\"overflow\",1)+a.curCSS(this,\"overflow-y\",1)+a.curCSS(this,\"overflow-x\",1))}).eq(0)}else{e=this.parents().filter(function(){return(/(auto|scroll)/).test(a.curCSS(this,\"overflow\",1)+a.curCSS(this,\"overflow-y\",1)+a.curCSS(this,\"overflow-x\",1))}).eq(0)}return(/fixed/).test(this.css(\"position\"))||!e.length?a(document):e},zIndex:function(h){if(h!==d){return this.css(\"zIndex\",h)}if(this.length){var f=a(this[0]),e,g;while(f.length&&f[0]!==document){e=f.css(\"position\");if(e===\"absolute\"||e===\"relative\"||e===\"fixed\"){g=parseInt(f.css(\"zIndex\"),10);if(!isNaN(g)&&g!==0){return g}}f=f.parent()}}return 0},disableSelection:function(){return this.bind((a.support.selectstart?\"selectstart\":\"mousedown\")+\".ui-disableSelection\",function(e){e.preventDefault()})},enableSelection:function(){return this.unbind(\".ui-disableSelection\")}});a.each([\"Width\",\"Height\"],function(g,e){var f=e===\"Width\"?[\"Left\",\"Right\"]:[\"Top\",\"Bottom\"],h=e.toLowerCase(),k={innerWidth:a.fn.innerWidth,innerHeight:a.fn.innerHeight,outerWidth:a.fn.outerWidth,outerHeight:a.fn.outerHeight};function j(m,l,i,n){a.each(f,function(){l-=parseFloat(a.curCSS(m,\"padding\"+this,true))||0;if(i){l-=parseFloat(a.curCSS(m,\"border\"+this+\"Width\",true))||0}if(n){l-=parseFloat(a.curCSS(m,\"margin\"+this,true))||0}});return l}a.fn[\"inner\"+e]=function(i){if(i===d){return k[\"inner\"+e].call(this)}return this.each(function(){a(this).css(h,j(this,i)+\"px\")})};a.fn[\"outer\"+e]=function(i,l){if(typeof i!==\"number\"){return k[\"outer\"+e].call(this,i)}return this.each(function(){a(this).css(h,j(this,i,true,l)+\"px\")})}});function c(g,e){var j=g.nodeName.toLowerCase();if(\"area\"===j){var i=g.parentNode,h=i.name,f;if(!g.href||!h||i.nodeName.toLowerCase()!==\"map\"){return false}f=a(\"img[usemap=#\"+h+\"]\")[0];return !!f&&b(f)}return(/input|select|textarea|button|object/.test(j)?!g.disabled:\"a\"==j?g.href||e:e)&&b(g)}function b(e){return !a(e).parents().andSelf().filter(function(){return a.curCSS(this,\"visibility\")===\"hidden\"||a.expr.filters.hidden(this)}).length}a.extend(a.expr[\":\"],{data:function(g,f,e){return !!a.data(g,e[3])},focusable:function(e){return c(e,!isNaN(a.attr(e,\"tabindex\")))},tabbable:function(g){var e=a.attr(g,\"tabindex\"),f=isNaN(e);return(f||e>=0)&&c(g,!f)}});a(function(){var e=document.body,f=e.appendChild(f=document.createElement(\"div\"));f.offsetHeight;a.extend(f.style,{minHeight:\"100px\",height:\"auto\",padding:0,borderWidth:0});a.support.minHeight=f.offsetHeight===100;a.support.selectstart=\"onselectstart\" in f;e.removeChild(f).style.display=\"none\"});a.extend(a.ui,{plugin:{add:function(f,g,j){var h=a.ui[f].prototype;for(var e in j){h.plugins[e]=h.plugins[e]||[];h.plugins[e].push([g,j[e]])}},call:function(e,g,f){var j=e.plugins[g];if(!j||!e.element[0].parentNode){return}for(var h=0;h<j.length;h++){if(e.options[j[h][0]]){j[h][1].apply(e.element,f)}}}},contains:function(f,e){return document.compareDocumentPosition?f.compareDocumentPosition(e)&16:f!==e&&f.contains(e)},hasScroll:function(h,f){if(a(h).css(\"overflow\")===\"hidden\"){return false}var e=(f&&f===\"left\")?\"scrollLeft\":\"scrollTop\",g=false;if(h[e]>0){return true}h[e]=1;g=(h[e]>0);h[e]=0;return g},isOverAxis:function(f,e,g){return(f>e)&&(f<(e+g))},isOver:function(j,f,i,h,e,g){return a.ui.isOverAxis(j,i,e)&&a.ui.isOverAxis(f,h,g)}})})(jQuery);/*!\n * jQuery UI Widget 1.8.18\n *\n * Copyright 2011, AUTHORS.txt (http://jqueryui.com/about)\n * Dual licensed under the MIT or GPL Version 2 licenses.\n * http://jquery.org/license\n *\n * http://docs.jquery.com/UI/Widget\n */\n(function(b,d){if(b.cleanData){var c=b.cleanData;b.cleanData=function(f){for(var g=0,h;(h=f[g])!=null;g++){try{b(h).triggerHandler(\"remove\")}catch(j){}}c(f)}}else{var a=b.fn.remove;b.fn.remove=function(e,f){return this.each(function(){if(!f){if(!e||b.filter(e,[this]).length){b(\"*\",this).add([this]).each(function(){try{b(this).triggerHandler(\"remove\")}catch(g){}})}}return a.call(b(this),e,f)})}}b.widget=function(f,h,e){var g=f.split(\".\")[0],j;f=f.split(\".\")[1];j=g+\"-\"+f;if(!e){e=h;h=b.Widget}b.expr[\":\"][j]=function(k){return !!b.data(k,f)};b[g]=b[g]||{};b[g][f]=function(k,l){if(arguments.length){this._createWidget(k,l)}};var i=new h();i.options=b.extend(true,{},i.options);b[g][f].prototype=b.extend(true,i,{namespace:g,widgetName:f,widgetEventPrefix:b[g][f].prototype.widgetEventPrefix||f,widgetBaseClass:j},e);b.widget.bridge(f,b[g][f])};b.widget.bridge=function(f,e){b.fn[f]=function(i){var g=typeof i===\"string\",h=Array.prototype.slice.call(arguments,1),j=this;i=!g&&h.length?b.extend.apply(null,[true,i].concat(h)):i;if(g&&i.charAt(0)===\"_\"){return j}if(g){this.each(function(){var k=b.data(this,f),l=k&&b.isFunction(k[i])?k[i].apply(k,h):k;if(l!==k&&l!==d){j=l;return false}})}else{this.each(function(){var k=b.data(this,f);if(k){k.option(i||{})._init()}else{b.data(this,f,new e(i,this))}})}return j}};b.Widget=function(e,f){if(arguments.length){this._createWidget(e,f)}};b.Widget.prototype={widgetName:\"widget\",widgetEventPrefix:\"\",options:{disabled:false},_createWidget:function(f,g){b.data(g,this.widgetName,this);this.element=b(g);this.options=b.extend(true,{},this.options,this._getCreateOptions(),f);var e=this;this.element.bind(\"remove.\"+this.widgetName,function(){e.destroy()});this._create();this._trigger(\"create\");this._init()},_getCreateOptions:function(){return b.metadata&&b.metadata.get(this.element[0])[this.widgetName]},_create:function(){},_init:function(){},destroy:function(){this.element.unbind(\".\"+this.widgetName).removeData(this.widgetName);this.widget().unbind(\".\"+this.widgetName).removeAttr(\"aria-disabled\").removeClass(this.widgetBaseClass+\"-disabled ui-state-disabled\")},widget:function(){return this.element},option:function(f,g){var e=f;if(arguments.length===0){return b.extend({},this.options)}if(typeof f===\"string\"){if(g===d){return this.options[f]}e={};e[f]=g}this._setOptions(e);return this},_setOptions:function(f){var e=this;b.each(f,function(g,h){e._setOption(g,h)});return this},_setOption:function(e,f){this.options[e]=f;if(e===\"disabled\"){this.widget()[f?\"addClass\":\"removeClass\"](this.widgetBaseClass+\"-disabled 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d=this;this.element.bind(\"mousedown.\"+this.widgetName,function(e){return d._mouseDown(e)}).bind(\"click.\"+this.widgetName,function(e){if(true===b.data(e.target,d.widgetName+\".preventClickEvent\")){b.removeData(e.target,d.widgetName+\".preventClickEvent\");e.stopImmediatePropagation();return false}});this.started=false},_mouseDestroy:function(){this.element.unbind(\".\"+this.widgetName)},_mouseDown:function(f){if(a){return}(this._mouseStarted&&this._mouseUp(f));this._mouseDownEvent=f;var e=this,g=(f.which==1),d=(typeof this.options.cancel==\"string\"&&f.target.nodeName?b(f.target).closest(this.options.cancel).length:false);if(!g||d||!this._mouseCapture(f)){return true}this.mouseDelayMet=!this.options.delay;if(!this.mouseDelayMet){this._mouseDelayTimer=setTimeout(function(){e.mouseDelayMet=true},this.options.delay)}if(this._mouseDistanceMet(f)&&this._mouseDelayMet(f)){this._mouseStarted=(this._mouseStart(f)!==false);if(!this._mouseStarted){f.preventDefault();return true}}if(true===b.data(f.target,this.widgetName+\".preventClickEvent\")){b.removeData(f.target,this.widgetName+\".preventClickEvent\")}this._mouseMoveDelegate=function(h){return e._mouseMove(h)};this._mouseUpDelegate=function(h){return e._mouseUp(h)};b(document).bind(\"mousemove.\"+this.widgetName,this._mouseMoveDelegate).bind(\"mouseup.\"+this.widgetName,this._mouseUpDelegate);f.preventDefault();a=true;return true},_mouseMove:function(d){if(b.browser.msie&&!(document.documentMode>=9)&&!d.button){return this._mouseUp(d)}if(this._mouseStarted){this._mouseDrag(d);return d.preventDefault()}if(this._mouseDistanceMet(d)&&this._mouseDelayMet(d)){this._mouseStarted=(this._mouseStart(this._mouseDownEvent,d)!==false);(this._mouseStarted?this._mouseDrag(d):this._mouseUp(d))}return !this._mouseStarted},_mouseUp:function(d){b(document).unbind(\"mousemove.\"+this.widgetName,this._mouseMoveDelegate).unbind(\"mouseup.\"+this.widgetName,this._mouseUpDelegate);if(this._mouseStarted){this._mouseStarted=false;if(d.target==this._mouseDownEvent.target){b.data(d.target,this.widgetName+\".preventClickEvent\",true)}this._mouseStop(d)}return false},_mouseDistanceMet:function(d){return(Math.max(Math.abs(this._mouseDownEvent.pageX-d.pageX),Math.abs(this._mouseDownEvent.pageY-d.pageY))>=this.options.distance)},_mouseDelayMet:function(d){return this.mouseDelayMet},_mouseStart:function(d){},_mouseDrag:function(d){},_mouseStop:function(d){},_mouseCapture:function(d){return true}})})(jQuery);(function(c,d){c.widget(\"ui.resizable\",c.ui.mouse,{widgetEventPrefix:\"resize\",options:{alsoResize:false,animate:false,animateDuration:\"slow\",animateEasing:\"swing\",aspectRatio:false,autoHide:false,containment:false,ghost:false,grid:false,handles:\"e,s,se\",helper:false,maxHeight:null,maxWidth:null,minHeight:10,minWidth:10,zIndex:1000},_create:function(){var f=this,k=this.options;this.element.addClass(\"ui-resizable\");c.extend(this,{_aspectRatio:!!(k.aspectRatio),aspectRatio:k.aspectRatio,originalElement:this.element,_proportionallyResizeElements:[],_helper:k.helper||k.ghost||k.animate?k.helper||\"ui-resizable-helper\":null});if(this.element[0].nodeName.match(/canvas|textarea|input|select|button|img/i)){this.element.wrap(c('<div class=\"ui-wrapper\" style=\"overflow: hidden;\"></div>').css({position:this.element.css(\"position\"),width:this.element.outerWidth(),height:this.element.outerHeight(),top:this.element.css(\"top\"),left:this.element.css(\"left\")}));this.element=this.element.parent().data(\"resizable\",this.element.data(\"resizable\"));this.elementIsWrapper=true;this.element.css({marginLeft:this.originalElement.css(\"marginLeft\"),marginTop:this.originalElement.css(\"marginTop\"),marginRight:this.originalElement.css(\"marginRight\"),marginBottom:this.originalElement.css(\"marginBottom\")});this.originalElement.css({marginLeft:0,marginTop:0,marginRight:0,marginBottom:0});this.originalResizeStyle=this.originalElement.css(\"resize\");this.originalElement.css(\"resize\",\"none\");this._proportionallyResizeElements.push(this.originalElement.css({position:\"static\",zoom:1,display:\"block\"}));this.originalElement.css({margin:this.originalElement.css(\"margin\")});this._proportionallyResize()}this.handles=k.handles||(!c(\".ui-resizable-handle\",this.element).length?\"e,s,se\":{n:\".ui-resizable-n\",e:\".ui-resizable-e\",s:\".ui-resizable-s\",w:\".ui-resizable-w\",se:\".ui-resizable-se\",sw:\".ui-resizable-sw\",ne:\".ui-resizable-ne\",nw:\".ui-resizable-nw\"});if(this.handles.constructor==String){if(this.handles==\"all\"){this.handles=\"n,e,s,w,se,sw,ne,nw\"}var l=this.handles.split(\",\");this.handles={};for(var g=0;g<l.length;g++){var j=c.trim(l[g]),e=\"ui-resizable-\"+j;var h=c('<div class=\"ui-resizable-handle '+e+'\"></div>');if(/sw|se|ne|nw/.test(j)){h.css({zIndex:++k.zIndex})}if(\"se\"==j){h.addClass(\"ui-icon ui-icon-gripsmall-diagonal-se\")}this.handles[j]=\".ui-resizable-\"+j;this.element.append(h)}}this._renderAxis=function(q){q=q||this.element;for(var n in this.handles){if(this.handles[n].constructor==String){this.handles[n]=c(this.handles[n],this.element).show()}if(this.elementIsWrapper&&this.originalElement[0].nodeName.match(/textarea|input|select|button/i)){var o=c(this.handles[n],this.element),p=0;p=/sw|ne|nw|se|n|s/.test(n)?o.outerHeight():o.outerWidth();var m=[\"padding\",/ne|nw|n/.test(n)?\"Top\":/se|sw|s/.test(n)?\"Bottom\":/^e$/.test(n)?\"Right\":\"Left\"].join(\"\");q.css(m,p);this._proportionallyResize()}if(!c(this.handles[n]).length){continue}}};this._renderAxis(this.element);this._handles=c(\".ui-resizable-handle\",this.element).disableSelection();this._handles.mouseover(function(){if(!f.resizing){if(this.className){var i=this.className.match(/ui-resizable-(se|sw|ne|nw|n|e|s|w)/i)}f.axis=i&&i[1]?i[1]:\"se\"}});if(k.autoHide){this._handles.hide();c(this.element).addClass(\"ui-resizable-autohide\").hover(function(){if(k.disabled){return}c(this).removeClass(\"ui-resizable-autohide\");f._handles.show()},function(){if(k.disabled){return}if(!f.resizing){c(this).addClass(\"ui-resizable-autohide\");f._handles.hide()}})}this._mouseInit()},destroy:function(){this._mouseDestroy();var e=function(g){c(g).removeClass(\"ui-resizable ui-resizable-disabled ui-resizable-resizing\").removeData(\"resizable\").unbind(\".resizable\").find(\".ui-resizable-handle\").remove()};if(this.elementIsWrapper){e(this.element);var f=this.element;f.after(this.originalElement.css({position:f.css(\"position\"),width:f.outerWidth(),height:f.outerHeight(),top:f.css(\"top\"),left:f.css(\"left\")})).remove()}this.originalElement.css(\"resize\",this.originalResizeStyle);e(this.originalElement);return this},_mouseCapture:function(f){var g=false;for(var e in this.handles){if(c(this.handles[e])[0]==f.target){g=true}}return !this.options.disabled&&g},_mouseStart:function(g){var j=this.options,f=this.element.position(),e=this.element;this.resizing=true;this.documentScroll={top:c(document).scrollTop(),left:c(document).scrollLeft()};if(e.is(\".ui-draggable\")||(/absolute/).test(e.css(\"position\"))){e.css({position:\"absolute\",top:f.top,left:f.left})}this._renderProxy();var k=b(this.helper.css(\"left\")),h=b(this.helper.css(\"top\"));if(j.containment){k+=c(j.containment).scrollLeft()||0;h+=c(j.containment).scrollTop()||0}this.offset=this.helper.offset();this.position={left:k,top:h};this.size=this._helper?{width:e.outerWidth(),height:e.outerHeight()}:{width:e.width(),height:e.height()};this.originalSize=this._helper?{width:e.outerWidth(),height:e.outerHeight()}:{width:e.width(),height:e.height()};this.originalPosition={left:k,top:h};this.sizeDiff={width:e.outerWidth()-e.width(),height:e.outerHeight()-e.height()};this.originalMousePosition={left:g.pageX,top:g.pageY};this.aspectRatio=(typeof j.aspectRatio==\"number\")?j.aspectRatio:((this.originalSize.width/this.originalSize.height)||1);var i=c(\".ui-resizable-\"+this.axis).css(\"cursor\");c(\"body\").css(\"cursor\",i==\"auto\"?this.axis+\"-resize\":i);e.addClass(\"ui-resizable-resizing\");this._propagate(\"start\",g);return true},_mouseDrag:function(e){var h=this.helper,g=this.options,m={},q=this,j=this.originalMousePosition,n=this.axis;var r=(e.pageX-j.left)||0,p=(e.pageY-j.top)||0;var i=this._change[n];if(!i){return false}var l=i.apply(this,[e,r,p]),k=c.browser.msie&&c.browser.version<7,f=this.sizeDiff;this._updateVirtualBoundaries(e.shiftKey);if(this._aspectRatio||e.shiftKey){l=this._updateRatio(l,e)}l=this._respectSize(l,e);this._propagate(\"resize\",e);h.css({top:this.position.top+\"px\",left:this.position.left+\"px\",width:this.size.width+\"px\",height:this.size.height+\"px\"});if(!this._helper&&this._proportionallyResizeElements.length){this._proportionallyResize()}this._updateCache(l);this._trigger(\"resize\",e,this.ui());return false},_mouseStop:function(h){this.resizing=false;var i=this.options,m=this;if(this._helper){var g=this._proportionallyResizeElements,e=g.length&&(/textarea/i).test(g[0].nodeName),f=e&&c.ui.hasScroll(g[0],\"left\")?0:m.sizeDiff.height,k=e?0:m.sizeDiff.width;var n={width:(m.helper.width()-k),height:(m.helper.height()-f)},j=(parseInt(m.element.css(\"left\"),10)+(m.position.left-m.originalPosition.left))||null,l=(parseInt(m.element.css(\"top\"),10)+(m.position.top-m.originalPosition.top))||null;if(!i.animate){this.element.css(c.extend(n,{top:l,left:j}))}m.helper.height(m.size.height);m.helper.width(m.size.width);if(this._helper&&!i.animate){this._proportionallyResize()}}c(\"body\").css(\"cursor\",\"auto\");this.element.removeClass(\"ui-resizable-resizing\");this._propagate(\"stop\",h);if(this._helper){this.helper.remove()}return false},_updateVirtualBoundaries:function(g){var j=this.options,i,h,f,k,e;e={minWidth:a(j.minWidth)?j.minWidth:0,maxWidth:a(j.maxWidth)?j.maxWidth:Infinity,minHeight:a(j.minHeight)?j.minHeight:0,maxHeight:a(j.maxHeight)?j.maxHeight:Infinity};if(this._aspectRatio||g){i=e.minHeight*this.aspectRatio;f=e.minWidth/this.aspectRatio;h=e.maxHeight*this.aspectRatio;k=e.maxWidth/this.aspectRatio;if(i>e.minWidth){e.minWidth=i}if(f>e.minHeight){e.minHeight=f}if(h<e.maxWidth){e.maxWidth=h}if(k<e.maxHeight){e.maxHeight=k}}this._vBoundaries=e},_updateCache:function(e){var f=this.options;this.offset=this.helper.offset();if(a(e.left)){this.position.left=e.left}if(a(e.top)){this.position.top=e.top}if(a(e.height)){this.size.height=e.height}if(a(e.width)){this.size.width=e.width}},_updateRatio:function(h,g){var i=this.options,j=this.position,f=this.size,e=this.axis;if(a(h.height)){h.width=(h.height*this.aspectRatio)}else{if(a(h.width)){h.height=(h.width/this.aspectRatio)}}if(e==\"sw\"){h.left=j.left+(f.width-h.width);h.top=null}if(e==\"nw\"){h.top=j.top+(f.height-h.height);h.left=j.left+(f.width-h.width)}return h},_respectSize:function(l,g){var j=this.helper,i=this._vBoundaries,r=this._aspectRatio||g.shiftKey,q=this.axis,t=a(l.width)&&i.maxWidth&&(i.maxWidth<l.width),m=a(l.height)&&i.maxHeight&&(i.maxHeight<l.height),h=a(l.width)&&i.minWidth&&(i.minWidth>l.width),s=a(l.height)&&i.minHeight&&(i.minHeight>l.height);if(h){l.width=i.minWidth}if(s){l.height=i.minHeight}if(t){l.width=i.maxWidth}if(m){l.height=i.maxHeight}var f=this.originalPosition.left+this.originalSize.width,p=this.position.top+this.size.height;var k=/sw|nw|w/.test(q),e=/nw|ne|n/.test(q);if(h&&k){l.left=f-i.minWidth}if(t&&k){l.left=f-i.maxWidth}if(s&&e){l.top=p-i.minHeight}if(m&&e){l.top=p-i.maxHeight}var n=!l.width&&!l.height;if(n&&!l.left&&l.top){l.top=null}else{if(n&&!l.top&&l.left){l.left=null}}return l},_proportionallyResize:function(){var k=this.options;if(!this._proportionallyResizeElements.length){return}var g=this.helper||this.element;for(var f=0;f<this._proportionallyResizeElements.length;f++){var h=this._proportionallyResizeElements[f];if(!this.borderDif){var e=[h.css(\"borderTopWidth\"),h.css(\"borderRightWidth\"),h.css(\"borderBottomWidth\"),h.css(\"borderLeftWidth\")],j=[h.css(\"paddingTop\"),h.css(\"paddingRight\"),h.css(\"paddingBottom\"),h.css(\"paddingLeft\")];this.borderDif=c.map(e,function(l,n){var m=parseInt(l,10)||0,o=parseInt(j[n],10)||0;return m+o})}if(c.browser.msie&&!(!(c(g).is(\":hidden\")||c(g).parents(\":hidden\").length))){continue}h.css({height:(g.height()-this.borderDif[0]-this.borderDif[2])||0,width:(g.width()-this.borderDif[1]-this.borderDif[3])||0})}},_renderProxy:function(){var f=this.element,i=this.options;this.elementOffset=f.offset();if(this._helper){this.helper=this.helper||c('<div style=\"overflow:hidden;\"></div>');var e=c.browser.msie&&c.browser.version<7,g=(e?1:0),h=(e?2:-1);this.helper.addClass(this._helper).css({width:this.element.outerWidth()+h,height:this.element.outerHeight()+h,position:\"absolute\",left:this.elementOffset.left-g+\"px\",top:this.elementOffset.top-g+\"px\",zIndex:++i.zIndex});this.helper.appendTo(\"body\").disableSelection()}else{this.helper=this.element}},_change:{e:function(g,f,e){return{width:this.originalSize.width+f}},w:function(h,f,e){var j=this.options,g=this.originalSize,i=this.originalPosition;return{left:i.left+f,width:g.width-f}},n:function(h,f,e){var j=this.options,g=this.originalSize,i=this.originalPosition;return{top:i.top+e,height:g.height-e}},s:function(g,f,e){return{height:this.originalSize.height+e}},se:function(g,f,e){return c.extend(this._change.s.apply(this,arguments),this._change.e.apply(this,[g,f,e]))},sw:function(g,f,e){return c.extend(this._change.s.apply(this,arguments),this._change.w.apply(this,[g,f,e]))},ne:function(g,f,e){return c.extend(this._change.n.apply(this,arguments),this._change.e.apply(this,[g,f,e]))},nw:function(g,f,e){return c.extend(this._change.n.apply(this,arguments),this._change.w.apply(this,[g,f,e]))}},_propagate:function(f,e){c.ui.plugin.call(this,f,[e,this.ui()]);(f!=\"resize\"&&this._trigger(f,e,this.ui()))},plugins:{},ui:function(){return{originalElement:this.originalElement,element:this.element,helper:this.helper,position:this.position,size:this.size,originalSize:this.originalSize,originalPosition:this.originalPosition}}});c.extend(c.ui.resizable,{version:\"1.8.18\"});c.ui.plugin.add(\"resizable\",\"alsoResize\",{start:function(f,g){var e=c(this).data(\"resizable\"),i=e.options;var h=function(j){c(j).each(function(){var k=c(this);k.data(\"resizable-alsoresize\",{width:parseInt(k.width(),10),height:parseInt(k.height(),10),left:parseInt(k.css(\"left\"),10),top:parseInt(k.css(\"top\"),10)})})};if(typeof(i.alsoResize)==\"object\"&&!i.alsoResize.parentNode){if(i.alsoResize.length){i.alsoResize=i.alsoResize[0];h(i.alsoResize)}else{c.each(i.alsoResize,function(j){h(j)})}}else{h(i.alsoResize)}},resize:function(g,i){var f=c(this).data(\"resizable\"),j=f.options,h=f.originalSize,l=f.originalPosition;var k={height:(f.size.height-h.height)||0,width:(f.size.width-h.width)||0,top:(f.position.top-l.top)||0,left:(f.position.left-l.left)||0},e=function(m,n){c(m).each(function(){var q=c(this),r=c(this).data(\"resizable-alsoresize\"),p={},o=n&&n.length?n:q.parents(i.originalElement[0]).length?[\"width\",\"height\"]:[\"width\",\"height\",\"top\",\"left\"];c.each(o,function(s,u){var t=(r[u]||0)+(k[u]||0);if(t&&t>=0){p[u]=t||null}});q.css(p)})};if(typeof(j.alsoResize)==\"object\"&&!j.alsoResize.nodeType){c.each(j.alsoResize,function(m,n){e(m,n)})}else{e(j.alsoResize)}},stop:function(e,f){c(this).removeData(\"resizable-alsoresize\")}});c.ui.plugin.add(\"resizable\",\"animate\",{stop:function(i,n){var p=c(this).data(\"resizable\"),j=p.options;var h=p._proportionallyResizeElements,e=h.length&&(/textarea/i).test(h[0].nodeName),f=e&&c.ui.hasScroll(h[0],\"left\")?0:p.sizeDiff.height,l=e?0:p.sizeDiff.width;var g={width:(p.size.width-l),height:(p.size.height-f)},k=(parseInt(p.element.css(\"left\"),10)+(p.position.left-p.originalPosition.left))||null,m=(parseInt(p.element.css(\"top\"),10)+(p.position.top-p.originalPosition.top))||null;p.element.animate(c.extend(g,m&&k?{top:m,left:k}:{}),{duration:j.animateDuration,easing:j.animateEasing,step:function(){var o={width:parseInt(p.element.css(\"width\"),10),height:parseInt(p.element.css(\"height\"),10),top:parseInt(p.element.css(\"top\"),10),left:parseInt(p.element.css(\"left\"),10)};if(h&&h.length){c(h[0]).css({width:o.width,height:o.height})}p._updateCache(o);p._propagate(\"resize\",i)}})}});c.ui.plugin.add(\"resizable\",\"containment\",{start:function(f,r){var t=c(this).data(\"resizable\"),j=t.options,l=t.element;var g=j.containment,k=(g instanceof c)?g.get(0):(/parent/.test(g))?l.parent().get(0):g;if(!k){return}t.containerElement=c(k);if(/document/.test(g)||g==document){t.containerOffset={left:0,top:0};t.containerPosition={left:0,top:0};t.parentData={element:c(document),left:0,top:0,width:c(document).width(),height:c(document).height()||document.body.parentNode.scrollHeight}}else{var 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t=c(this).data(\"resizable\"),i=t.options,f=t.containerSize,p=t.containerOffset,m=t.size,n=t.position,r=t._aspectRatio||g.shiftKey,e={top:0,left:0},h=t.containerElement;if(h[0]!=document&&(/static/).test(h.css(\"position\"))){e=p}if(n.left<(t._helper?p.left:0)){t.size.width=t.size.width+(t._helper?(t.position.left-p.left):(t.position.left-e.left));if(r){t.size.height=t.size.width/i.aspectRatio}t.position.left=i.helper?p.left:0}if(n.top<(t._helper?p.top:0)){t.size.height=t.size.height+(t._helper?(t.position.top-p.top):t.position.top);if(r){t.size.width=t.size.height*i.aspectRatio}t.position.top=t._helper?p.top:0}t.offset.left=t.parentData.left+t.position.left;t.offset.top=t.parentData.top+t.position.top;var l=Math.abs((t._helper?t.offset.left-e.left:(t.offset.left-e.left))+t.sizeDiff.width),s=Math.abs((t._helper?t.offset.top-e.top:(t.offset.top-p.top))+t.sizeDiff.height);var k=t.containerElement.get(0)==t.element.parent().get(0),j=/relative|absolute/.test(t.containerElement.css(\"position\"));if(k&&j){l-=t.parentData.left}if(l+t.size.width>=t.parentData.width){t.size.width=t.parentData.width-l;if(r){t.size.height=t.size.width/t.aspectRatio}}if(s+t.size.height>=t.parentData.height){t.size.height=t.parentData.height-s;if(r){t.size.width=t.size.height*t.aspectRatio}}},stop:function(f,n){var q=c(this).data(\"resizable\"),g=q.options,l=q.position,m=q.containerOffset,e=q.containerPosition,i=q.containerElement;var j=c(q.helper),r=j.offset(),p=j.outerWidth()-q.sizeDiff.width,k=j.outerHeight()-q.sizeDiff.height;if(q._helper&&!g.animate&&(/relative/).test(i.css(\"position\"))){c(this).css({left:r.left-e.left-m.left,width:p,height:k})}if(q._helper&&!g.animate&&(/static/).test(i.css(\"position\"))){c(this).css({left:r.left-e.left-m.left,width:p,height:k})}}});c.ui.plugin.add(\"resizable\",\"ghost\",{start:function(g,h){var e=c(this).data(\"resizable\"),i=e.options,f=e.size;e.ghost=e.originalElement.clone();e.ghost.css({opacity:0.25,display:\"block\",position:\"relative\",height:f.height,width:f.width,margin:0,left:0,top:0}).addClass(\"ui-resizable-ghost\").addClass(typeof i.ghost==\"string\"?i.ghost:\"\");e.ghost.appendTo(e.helper)},resize:function(f,g){var e=c(this).data(\"resizable\"),h=e.options;if(e.ghost){e.ghost.css({position:\"relative\",height:e.size.height,width:e.size.width})}},stop:function(f,g){var e=c(this).data(\"resizable\"),h=e.options;if(e.ghost&&e.helper){e.helper.get(0).removeChild(e.ghost.get(0))}}});c.ui.plugin.add(\"resizable\",\"grid\",{resize:function(e,m){var p=c(this).data(\"resizable\"),h=p.options,k=p.size,i=p.originalSize,j=p.originalPosition,n=p.axis,l=h._aspectRatio||e.shiftKey;h.grid=typeof h.grid==\"number\"?[h.grid,h.grid]:h.grid;var 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r=a(s.target).closest(\"a\");if(r.is(\"a\")){a.each(b,function(){if(a.contains(this.$root[0],r[0])){this.itemEnter({currentTarget:r[0]});return false}})}o=false}}}l=t}],[d?\"touchstart\":\"pointerover pointermove pointerout MSPointerOver MSPointerMove MSPointerOut\",function(p){if(j(p.originalEvent)){f=false}}]],n));h=true}else{if(h&&m){a(document).unbind(n);h=false}}}function j(l){return !/^(4|mouse)$/.test(l.pointerType)}function i(l,n){if(!n){n=\"\"}var m={};a.each(l,function(o,p){m[p[0].split(\" \").join(n+\" \")+n]=p[1]});return m}a.SmartMenus=function(m,l){this.$root=a(m);this.opts=l;this.rootId=\"\";this.accessIdPrefix=\"\";this.$subArrow=null;this.activatedItems=[];this.visibleSubMenus=[];this.showTimeout=0;this.hideTimeout=0;this.scrollTimeout=0;this.clickActivated=false;this.focusActivated=false;this.zIndexInc=0;this.idInc=0;this.$firstLink=null;this.$firstSub=null;this.disabled=false;this.$disableOverlay=null;this.$touchScrollingSub=null;this.cssTransforms3d=\"perspective\" in m.style||\"webkitPerspective\" in m.style;this.wasCollapsible=false;this.init()};a.extend(a.SmartMenus,{hideAll:function(){a.each(b,function(){this.menuHideAll()})},destroy:function(){while(b.length){b[0].destroy()}k(true)},prototype:{init:function(n){var l=this;if(!n){b.push(this);this.rootId=(new Date().getTime()+Math.random()+\"\").replace(/\\D/g,\"\");this.accessIdPrefix=\"sm-\"+this.rootId+\"-\";if(this.$root.hasClass(\"sm-rtl\")){this.opts.rightToLeftSubMenus=true}var r=\".smartmenus\";this.$root.data(\"smartmenus\",this).attr(\"data-smartmenus-id\",this.rootId).dataSM(\"level\",1).bind(i([[\"mouseover focusin\",a.proxy(this.rootOver,this)],[\"mouseout focusout\",a.proxy(this.rootOut,this)],[\"keydown\",a.proxy(this.rootKeyDown,this)]],r)).delegate(\"a\",i([[\"mouseenter\",a.proxy(this.itemEnter,this)],[\"mouseleave\",a.proxy(this.itemLeave,this)],[\"mousedown\",a.proxy(this.itemDown,this)],[\"focus\",a.proxy(this.itemFocus,this)],[\"blur\",a.proxy(this.itemBlur,this)],[\"click\",a.proxy(this.itemClick,this)]],r));r+=this.rootId;if(this.opts.hideOnClick){a(document).bind(i([[\"touchstart\",a.proxy(this.docTouchStart,this)],[\"touchmove\",a.proxy(this.docTouchMove,this)],[\"touchend\",a.proxy(this.docTouchEnd,this)],[\"click\",a.proxy(this.docClick,this)]],r))}a(window).bind(i([[\"resize orientationchange\",a.proxy(this.winResize,this)]],r));if(this.opts.subIndicators){this.$subArrow=a(\"<span/>\").addClass(\"sub-arrow\");if(this.opts.subIndicatorsText){this.$subArrow.html(this.opts.subIndicatorsText)}}k()}this.$firstSub=this.$root.find(\"ul\").each(function(){l.menuInit(a(this))}).eq(0);this.$firstLink=this.$root.find(\"a\").eq(0);if(this.opts.markCurrentItem){var p=/(index|default)\\.[^#\\?\\/]*/i,m=/#.*/,q=window.location.href.replace(p,\"\"),o=q.replace(m,\"\");this.$root.find(\"a\").each(function(){var s=this.href.replace(p,\"\"),t=a(this);if(s==q||s==o){t.addClass(\"current\");if(l.opts.markCurrentTree){t.parentsUntil(\"[data-smartmenus-id]\",\"ul\").each(function(){a(this).dataSM(\"parent-a\").addClass(\"current\")})}}})}this.wasCollapsible=this.isCollapsible()},destroy:function(m){if(!m){var n=\".smartmenus\";this.$root.removeData(\"smartmenus\").removeAttr(\"data-smartmenus-id\").removeDataSM(\"level\").unbind(n).undelegate(n);n+=this.rootId;a(document).unbind(n);a(window).unbind(n);if(this.opts.subIndicators){this.$subArrow=null}}this.menuHideAll();var l=this;this.$root.find(\"ul\").each(function(){var o=a(this);if(o.dataSM(\"scroll-arrows\")){o.dataSM(\"scroll-arrows\").remove()}if(o.dataSM(\"shown-before\")){if(l.opts.subMenusMinWidth||l.opts.subMenusMaxWidth){o.css({width:\"\",minWidth:\"\",maxWidth:\"\"}).removeClass(\"sm-nowrap\")}if(o.dataSM(\"scroll-arrows\")){o.dataSM(\"scroll-arrows\").remove()}o.css({zIndex:\"\",top:\"\",left:\"\",marginLeft:\"\",marginTop:\"\",display:\"\"})}if((o.attr(\"id\")||\"\").indexOf(l.accessIdPrefix)==0){o.removeAttr(\"id\")}}).removeDataSM(\"in-mega\").removeDataSM(\"shown-before\").removeDataSM(\"ie-shim\").removeDataSM(\"scroll-arrows\").removeDataSM(\"parent-a\").removeDataSM(\"level\").removeDataSM(\"beforefirstshowfired\").removeAttr(\"role\").removeAttr(\"aria-hidden\").removeAttr(\"aria-labelledby\").removeAttr(\"aria-expanded\");this.$root.find(\"a.has-submenu\").each(function(){var o=a(this);if(o.attr(\"id\").indexOf(l.accessIdPrefix)==0){o.removeAttr(\"id\")}}).removeClass(\"has-submenu\").removeDataSM(\"sub\").removeAttr(\"aria-haspopup\").removeAttr(\"aria-controls\").removeAttr(\"aria-expanded\").closest(\"li\").removeDataSM(\"sub\");if(this.opts.subIndicators){this.$root.find(\"span.sub-arrow\").remove()}if(this.opts.markCurrentItem){this.$root.find(\"a.current\").removeClass(\"current\")}if(!m){this.$root=null;this.$firstLink=null;this.$firstSub=null;if(this.$disableOverlay){this.$disableOverlay.remove();this.$disableOverlay=null}b.splice(a.inArray(this,b),1)}},disable:function(l){if(!this.disabled){this.menuHideAll();if(!l&&!this.opts.isPopup&&this.$root.is(\":visible\")){var m=this.$root.offset();this.$disableOverlay=a('<div class=\"sm-jquery-disable-overlay\"/>').css({position:\"absolute\",top:m.top,left:m.left,width:this.$root.outerWidth(),height:this.$root.outerHeight(),zIndex:this.getStartZIndex(true),opacity:0}).appendTo(document.body)}this.disabled=true}},docClick:function(l){if(this.$touchScrollingSub){this.$touchScrollingSub=null;return}if(this.visibleSubMenus.length&&!a.contains(this.$root[0],l.target)||a(l.target).is(\"a\")){this.menuHideAll()}},docTouchEnd:function(m){if(!this.lastTouch){return}if(this.visibleSubMenus.length&&(this.lastTouch.x2===undefined||this.lastTouch.x1==this.lastTouch.x2)&&(this.lastTouch.y2===undefined||this.lastTouch.y1==this.lastTouch.y2)&&(!this.lastTouch.target||!a.contains(this.$root[0],this.lastTouch.target))){if(this.hideTimeout){clearTimeout(this.hideTimeout);this.hideTimeout=0}var l=this;this.hideTimeout=setTimeout(function(){l.menuHideAll()},350)}this.lastTouch=null},docTouchMove:function(m){if(!this.lastTouch){return}var l=m.originalEvent.touches[0];this.lastTouch.x2=l.pageX;this.lastTouch.y2=l.pageY},docTouchStart:function(m){var l=m.originalEvent.touches[0];this.lastTouch={x1:l.pageX,y1:l.pageY,target:l.target}},enable:function(){if(this.disabled){if(this.$disableOverlay){this.$disableOverlay.remove();this.$disableOverlay=null}this.disabled=false}},getClosestMenu:function(m){var l=a(m).closest(\"ul\");while(l.dataSM(\"in-mega\")){l=l.parent().closest(\"ul\")}return l[0]||null},getHeight:function(l){return this.getOffset(l,true)},getOffset:function(n,l){var m;if(n.css(\"display\")==\"none\"){m={position:n[0].style.position,visibility:n[0].style.visibility};n.css({position:\"absolute\",visibility:\"hidden\"}).show()}var o=n[0].getBoundingClientRect&&n[0].getBoundingClientRect(),p=o&&(l?o.height||o.bottom-o.top:o.width||o.right-o.left);if(!p&&p!==0){p=l?n[0].offsetHeight:n[0].offsetWidth}if(m){n.hide().css(m)}return p},getStartZIndex:function(l){var m=parseInt(this[l?\"$root\":\"$firstSub\"].css(\"z-index\"));if(!l&&isNaN(m)){m=parseInt(this.$root.css(\"z-index\"))}return !isNaN(m)?m:1},getTouchPoint:function(l){return l.touches&&l.touches[0]||l.changedTouches&&l.changedTouches[0]||l},getViewport:function(l){var m=l?\"Height\":\"Width\",o=document.documentElement[\"client\"+m],n=window[\"inner\"+m];if(n){o=Math.min(o,n)}return o},getViewportHeight:function(){return this.getViewport(true)},getViewportWidth:function(){return this.getViewport()},getWidth:function(l){return this.getOffset(l)},handleEvents:function(){return !this.disabled&&this.isCSSOn()},handleItemEvents:function(l){return this.handleEvents()&&!this.isLinkInMegaMenu(l)},isCollapsible:function(){return this.$firstSub.css(\"position\")==\"static\"},isCSSOn:function(){return this.$firstLink.css(\"display\")==\"block\"},isFixed:function(){var l=this.$root.css(\"position\")==\"fixed\";if(!l){this.$root.parentsUntil(\"body\").each(function(){if(a(this).css(\"position\")==\"fixed\"){l=true;return false}})}return l},isLinkInMegaMenu:function(l){return a(this.getClosestMenu(l[0])).hasClass(\"mega-menu\")},isTouchMode:function(){return !f||this.opts.noMouseOver||this.isCollapsible()},itemActivate:function(p,l){var n=p.closest(\"ul\"),q=n.dataSM(\"level\");if(q>1&&(!this.activatedItems[q-2]||this.activatedItems[q-2][0]!=n.dataSM(\"parent-a\")[0])){var m=this;a(n.parentsUntil(\"[data-smartmenus-id]\",\"ul\").get().reverse()).add(n).each(function(){m.itemActivate(a(this).dataSM(\"parent-a\"))})}if(!this.isCollapsible()||l){this.menuHideSubMenus(!this.activatedItems[q-1]||this.activatedItems[q-1][0]!=p[0]?q-1:q)}this.activatedItems[q-1]=p;if(this.$root.triggerHandler(\"activate.smapi\",p[0])===false){return}var o=p.dataSM(\"sub\");if(o&&(this.isTouchMode()||(!this.opts.showOnClick||this.clickActivated))){this.menuShow(o)}},itemBlur:function(m){var l=a(m.currentTarget);if(!this.handleItemEvents(l)){return}this.$root.triggerHandler(\"blur.smapi\",l[0])},itemClick:function(o){var n=a(o.currentTarget);if(!this.handleItemEvents(n)){return}if(this.$touchScrollingSub&&this.$touchScrollingSub[0]==n.closest(\"ul\")[0]){this.$touchScrollingSub=null;o.stopPropagation();return false}if(this.$root.triggerHandler(\"click.smapi\",n[0])===false){return false}var p=a(o.target).is(\"span.sub-arrow\"),m=n.dataSM(\"sub\"),l=m?m.dataSM(\"level\")==2:false;if(m&&!m.is(\":visible\")){if(this.opts.showOnClick&&l){this.clickActivated=true}this.itemActivate(n);if(m.is(\":visible\")){this.focusActivated=true;return false}}else{if(this.isCollapsible()&&p){this.itemActivate(n);this.menuHide(m);return false}}if(this.opts.showOnClick&&l||n.hasClass(\"disabled\")||this.$root.triggerHandler(\"select.smapi\",n[0])===false){return false}},itemDown:function(m){var l=a(m.currentTarget);if(!this.handleItemEvents(l)){return}l.dataSM(\"mousedown\",true)},itemEnter:function(n){var m=a(n.currentTarget);if(!this.handleItemEvents(m)){return}if(!this.isTouchMode()){if(this.showTimeout){clearTimeout(this.showTimeout);this.showTimeout=0}var l=this;this.showTimeout=setTimeout(function(){l.itemActivate(m)},this.opts.showOnClick&&m.closest(\"ul\").dataSM(\"level\")==1?1:this.opts.showTimeout)}this.$root.triggerHandler(\"mouseenter.smapi\",m[0])},itemFocus:function(m){var l=a(m.currentTarget);if(!this.handleItemEvents(l)){return}if(this.focusActivated&&(!this.isTouchMode()||!l.dataSM(\"mousedown\"))&&(!this.activatedItems.length||this.activatedItems[this.activatedItems.length-1][0]!=l[0])){this.itemActivate(l,true)}this.$root.triggerHandler(\"focus.smapi\",l[0])},itemLeave:function(m){var l=a(m.currentTarget);if(!this.handleItemEvents(l)){return}if(!this.isTouchMode()){l[0].blur();if(this.showTimeout){clearTimeout(this.showTimeout);this.showTimeout=0}}l.removeDataSM(\"mousedown\");this.$root.triggerHandler(\"mouseleave.smapi\",l[0])},menuHide:function(m){if(this.$root.triggerHandler(\"beforehide.smapi\",m[0])===false){return}m.stop(true,true);if(m.css(\"display\")!=\"none\"){var l=function(){m.css(\"z-index\",\"\")};if(this.isCollapsible()){if(this.opts.collapsibleHideFunction){this.opts.collapsibleHideFunction.call(this,m,l)}else{m.hide(this.opts.collapsibleHideDuration,l)}}else{if(this.opts.hideFunction){this.opts.hideFunction.call(this,m,l)}else{m.hide(this.opts.hideDuration,l)}}if(m.dataSM(\"ie-shim\")){m.dataSM(\"ie-shim\").remove().css({\"-webkit-transform\":\"\",transform:\"\"})}if(m.dataSM(\"scroll\")){this.menuScrollStop(m);m.css({\"touch-action\":\"\",\"-ms-touch-action\":\"\",\"-webkit-transform\":\"\",transform:\"\"}).unbind(\".smartmenus_scroll\").removeDataSM(\"scroll\").dataSM(\"scroll-arrows\").hide()}m.dataSM(\"parent-a\").removeClass(\"highlighted\").attr(\"aria-expanded\",\"false\");m.attr({\"aria-expanded\":\"false\",\"aria-hidden\":\"true\"});var n=m.dataSM(\"level\");this.activatedItems.splice(n-1,1);this.visibleSubMenus.splice(a.inArray(m,this.visibleSubMenus),1);this.$root.triggerHandler(\"hide.smapi\",m[0])}},menuHideAll:function(){if(this.showTimeout){clearTimeout(this.showTimeout);this.showTimeout=0}var m=this.opts.isPopup?1:0;for(var l=this.visibleSubMenus.length-1;l>=m;l--){this.menuHide(this.visibleSubMenus[l])}if(this.opts.isPopup){this.$root.stop(true,true);if(this.$root.is(\":visible\")){if(this.opts.hideFunction){this.opts.hideFunction.call(this,this.$root)}else{this.$root.hide(this.opts.hideDuration)}if(this.$root.dataSM(\"ie-shim\")){this.$root.dataSM(\"ie-shim\").remove()}}}this.activatedItems=[];this.visibleSubMenus=[];this.clickActivated=false;this.focusActivated=false;this.zIndexInc=0;this.$root.triggerHandler(\"hideAll.smapi\")},menuHideSubMenus:function(n){for(var l=this.activatedItems.length-1;l>=n;l--){var m=this.activatedItems[l].dataSM(\"sub\");if(m){this.menuHide(m)}}},menuIframeShim:function(l){if(e&&this.opts.overlapControlsInIE&&!l.dataSM(\"ie-shim\")){l.dataSM(\"ie-shim\",a(\"<iframe/>\").attr({src:\"javascript:0\",tabindex:-9}).css({position:\"absolute\",top:\"auto\",left:\"0\",opacity:0,border:\"0\"}))}},menuInit:function(l){if(!l.dataSM(\"in-mega\")){if(l.hasClass(\"mega-menu\")){l.find(\"ul\").dataSM(\"in-mega\",true)}var q=2,m=l[0];while((m=m.parentNode.parentNode)!=this.$root[0]){q++}var n=l.prevAll(\"a\").eq(-1);if(!n.length){n=l.prevAll().find(\"a\").eq(-1)}n.addClass(\"has-submenu\").dataSM(\"sub\",l);l.dataSM(\"parent-a\",n).dataSM(\"level\",q).parent().dataSM(\"sub\",l);var o=n.attr(\"id\")||this.accessIdPrefix+(++this.idInc),p=l.attr(\"id\")||this.accessIdPrefix+(++this.idInc);n.attr({id:o,\"aria-haspopup\":\"true\",\"aria-controls\":p,\"aria-expanded\":\"false\"});l.attr({id:p,role:\"group\",\"aria-hidden\":\"true\",\"aria-labelledby\":o,\"aria-expanded\":\"false\"});if(this.opts.subIndicators){n[this.opts.subIndicatorsPos](this.$subArrow.clone())}}},menuPosition:function(K){var r=K.dataSM(\"parent-a\"),D=r.closest(\"li\"),E=D.parent(),l=K.dataSM(\"level\"),t=this.getWidth(K),J=this.getHeight(K),u=r.offset(),o=u.left,m=u.top,q=this.getWidth(r),F=this.getHeight(r),H=a(window),v=H.scrollLeft(),s=H.scrollTop(),z=this.getViewportWidth(),L=this.getViewportHeight(),w=E.parent().is(\"[data-sm-horizontal-sub]\")||l==2&&!E.hasClass(\"sm-vertical\"),B=this.opts.rightToLeftSubMenus&&!D.is(\"[data-sm-reverse]\")||!this.opts.rightToLeftSubMenus&&D.is(\"[data-sm-reverse]\"),p=l==2?this.opts.mainMenuSubOffsetX:this.opts.subMenusSubOffsetX,n=l==2?this.opts.mainMenuSubOffsetY:this.opts.subMenusSubOffsetY,C,A;if(w){C=B?q-t-p:p;A=this.opts.bottomToTopSubMenus?-J-n:F+n}else{C=B?p-t:q-p;A=this.opts.bottomToTopSubMenus?F-n-J:n}if(this.opts.keepInViewport){var N=o+C,M=m+A;if(B&&N<v){C=w?v-N+C:q-p}else{if(!B&&N+t>v+z){C=w?v+z-t-N+C:p-t}}if(!w){if(J<L&&M+J>s+L){A+=s+L-J-M}else{if(J>=L||M<s){A+=s-M}}}if(w&&(M+J>s+L+0.49||M<s)||!w&&J>L+0.49){var G=this;if(!K.dataSM(\"scroll-arrows\")){K.dataSM(\"scroll-arrows\",a([a('<span class=\"scroll-up\"><span class=\"scroll-up-arrow\"></span></span>')[0],a('<span class=\"scroll-down\"><span class=\"scroll-down-arrow\"></span></span>')[0]]).bind({mouseenter:function(){K.dataSM(\"scroll\").up=a(this).hasClass(\"scroll-up\");G.menuScroll(K)},mouseleave:function(x){G.menuScrollStop(K);G.menuScrollOut(K,x)},\"mousewheel DOMMouseScroll\":function(x){x.preventDefault()}}).insertAfter(K))}var I=\".smartmenus_scroll\";K.dataSM(\"scroll\",{y:this.cssTransforms3d?0:A-F,step:1,itemH:F,subH:J,arrowDownH:this.getHeight(K.dataSM(\"scroll-arrows\").eq(1))}).bind(i([[\"mouseover\",function(x){G.menuScrollOver(K,x)}],[\"mouseout\",function(x){G.menuScrollOut(K,x)}],[\"mousewheel DOMMouseScroll\",function(x){G.menuScrollMousewheel(K,x)}]],I)).dataSM(\"scroll-arrows\").css({top:\"auto\",left:\"0\",marginLeft:C+(parseInt(K.css(\"border-left-width\"))||0),width:t-(parseInt(K.css(\"border-left-width\"))||0)-(parseInt(K.css(\"border-right-width\"))||0),zIndex:K.css(\"z-index\")}).eq(w&&this.opts.bottomToTopSubMenus?0:1).show();if(this.isFixed()){K.css({\"touch-action\":\"none\",\"-ms-touch-action\":\"none\"}).bind(i([[d?\"touchstart touchmove touchend\":\"pointerdown pointermove pointerup MSPointerDown MSPointerMove MSPointerUp\",function(x){G.menuScrollTouch(K,x)}]],I))}}}K.css({top:\"auto\",left:\"0\",marginLeft:C,marginTop:A-F});this.menuIframeShim(K);if(K.dataSM(\"ie-shim\")){K.dataSM(\"ie-shim\").css({zIndex:K.css(\"z-index\"),width:t,height:J,marginLeft:C,marginTop:A-F})}},menuScroll:function(r,m,n){var p=r.dataSM(\"scroll\"),q=r.dataSM(\"scroll-arrows\"),o=p.up?p.upEnd:p.downEnd,s;if(!m&&p.momentum){p.momentum*=0.92;s=p.momentum;if(s<0.5){this.menuScrollStop(r);return}}else{s=n||(m||!this.opts.scrollAccelerate?this.opts.scrollStep:Math.floor(p.step))}var l=r.dataSM(\"level\");if(this.activatedItems[l-1]&&this.activatedItems[l-1].dataSM(\"sub\")&&this.activatedItems[l-1].dataSM(\"sub\").is(\":visible\")){this.menuHideSubMenus(l-1)}p.y=p.up&&o<=p.y||!p.up&&o>=p.y?p.y:(Math.abs(o-p.y)>s?p.y+(p.up?s:-s):o);r.add(r.dataSM(\"ie-shim\")).css(this.cssTransforms3d?{\"-webkit-transform\":\"translate3d(0, \"+p.y+\"px, 0)\",transform:\"translate3d(0, \"+p.y+\"px, 0)\"}:{marginTop:p.y});if(f&&(p.up&&p.y>p.downEnd||!p.up&&p.y<p.upEnd)){q.eq(p.up?1:0).show()}if(p.y==o){if(f){q.eq(p.up?0:1).hide()}this.menuScrollStop(r)}else{if(!m){if(this.opts.scrollAccelerate&&p.step<this.opts.scrollStep){p.step+=0.2}var t=this;this.scrollTimeout=g(function(){t.menuScroll(r)})}}},menuScrollMousewheel:function(m,n){if(this.getClosestMenu(n.target)==m[0]){n=n.originalEvent;var l=(n.wheelDelta||-n.detail)>0;if(m.dataSM(\"scroll-arrows\").eq(l?0:1).is(\":visible\")){m.dataSM(\"scroll\").up=l;this.menuScroll(m,true)}}n.preventDefault()},menuScrollOut:function(l,m){if(f){if(!/^scroll-(up|down)/.test((m.relatedTarget||\"\").className)&&(l[0]!=m.relatedTarget&&!a.contains(l[0],m.relatedTarget)||this.getClosestMenu(m.relatedTarget)!=l[0])){l.dataSM(\"scroll-arrows\").css(\"visibility\",\"hidden\")}}},menuScrollOver:function(n,o){if(f){if(!/^scroll-(up|down)/.test(o.target.className)&&this.getClosestMenu(o.target)==n[0]){this.menuScrollRefreshData(n);var 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// get span within a\n      if (child.className=='SelectItem')\n      {\n        count++;\n      }\n    }\n    return count;\n  }\n\n  this.SelectItemSet = function(id)\n  {\n    var i,j=0;\n    var win=this.DOMSearchSelectWindow();\n    for (i=0;i<win.childNodes.length;i++)\n    {\n      var child = win.childNodes[i]; // get span within a\n      if (child.className=='SelectItem')\n      {\n        var node = child.firstChild;\n        if (j==id)\n        {\n          node.innerHTML='&#8226;';\n        }\n        else\n        {\n          node.innerHTML='&#160;';\n        }\n        j++;\n      }\n    }\n  }\n\n  // Called when an search filter selection is made.\n  // set item with index id as the active item\n  this.OnSelectItem = function(id)\n  {\n    this.searchIndex = id;\n    this.SelectItemSet(id);\n    var searchValue = this.DOMSearchField().value.replace(/ +/g, \"\");\n    if (searchValue!=\"\" && this.searchActive) // something was found -> do a search\n    {\n      this.Search();\n    }\n  }\n\n  this.OnSearchSelectKey = function(evt)\n  {\n    var e = (evt) ? evt : window.event; // for IE\n    if (e.keyCode==40 && this.searchIndex<this.SelectItemCount()) // Down\n    {\n      this.searchIndex++;\n      this.OnSelectItem(this.searchIndex);\n    }\n    else if (e.keyCode==38 && this.searchIndex>0) // Up\n    {\n      this.searchIndex--;\n      this.OnSelectItem(this.searchIndex);\n    }\n    else if (e.keyCode==13 || e.keyCode==27)\n    {\n      this.OnSelectItem(this.searchIndex);\n      this.CloseSelectionWindow();\n      this.DOMSearchField().focus();\n    }\n    return false;\n  }\n\n  // --------- Actions\n\n  // Closes the results window.\n  this.CloseResultsWindow = function()\n  {\n    this.DOMPopupSearchResultsWindow().style.display = 'none';\n    this.DOMSearchClose().style.display = 'none';\n    this.Activate(false);\n  }\n\n  this.CloseSelectionWindow = function()\n  {\n    this.DOMSearchSelectWindow().style.display = 'none';\n  }\n\n  // Performs a search.\n  this.Search = function()\n  {\n    this.keyTimeout = 0;\n\n    // strip leading whitespace\n    var searchValue = this.DOMSearchField().value.replace(/^ +/, \"\");\n\n    var code = searchValue.toLowerCase().charCodeAt(0);\n    var idxChar = searchValue.substr(0, 1).toLowerCase();\n    if ( 0xD800 <= code && code <= 0xDBFF && searchValue > 1) // surrogate pair\n    {\n      idxChar = searchValue.substr(0, 2);\n    }\n\n    var resultsPage;\n    var resultsPageWithSearch;\n    var hasResultsPage;\n\n    var idx = indexSectionsWithContent[this.searchIndex].indexOf(idxChar);\n    if (idx!=-1)\n    {\n       var hexCode=idx.toString(16);\n       resultsPage = this.resultsPath + '/' + indexSectionNames[this.searchIndex] + '_' + hexCode + '.html';\n       resultsPageWithSearch = resultsPage+'?'+escape(searchValue);\n       hasResultsPage = true;\n    }\n    else // nothing available for this search term\n    {\n       resultsPage = this.resultsPath + '/nomatches.html';\n       resultsPageWithSearch = resultsPage;\n       hasResultsPage = false;\n    }\n\n    window.frames.MSearchResults.location = resultsPageWithSearch;\n    var domPopupSearchResultsWindow = this.DOMPopupSearchResultsWindow();\n\n    if (domPopupSearchResultsWindow.style.display!='block')\n    {\n       var domSearchBox = this.DOMSearchBox();\n       this.DOMSearchClose().style.display = 'inline';\n       if (this.insideFrame)\n       {\n         var domPopupSearchResults = this.DOMPopupSearchResults();\n         domPopupSearchResultsWindow.style.position = 'relative';\n         domPopupSearchResultsWindow.style.display  = 'block';\n         var width = document.body.clientWidth - 8; // the -8 is for IE :-(\n         domPopupSearchResultsWindow.style.width    = width + 'px';\n         domPopupSearchResults.style.width          = width + 'px';\n       }\n       else\n       {\n         var domPopupSearchResults = this.DOMPopupSearchResults();\n         var left = getXPos(domSearchBox) + 150; // domSearchBox.offsetWidth;\n         var top  = getYPos(domSearchBox) + 20;  // domSearchBox.offsetHeight + 1;\n         domPopupSearchResultsWindow.style.display = 'block';\n         left -= domPopupSearchResults.offsetWidth;\n         domPopupSearchResultsWindow.style.top     = top  + 'px';\n         domPopupSearchResultsWindow.style.left    = left + 'px';\n       }\n    }\n\n    this.lastSearchValue = searchValue;\n    this.lastResultsPage = resultsPage;\n  }\n\n  // -------- Activation Functions\n\n  // Activates or deactivates the search panel, resetting things to\n  // their default values if necessary.\n  this.Activate = function(isActive)\n  {\n    if (isActive || // open it\n        this.DOMPopupSearchResultsWindow().style.display == 'block'\n       )\n    {\n      this.DOMSearchBox().className = 'MSearchBoxActive';\n\n      var searchField = this.DOMSearchField();\n\n      if (searchField.value == this.searchLabel) // clear \"Search\" term upon entry\n      {\n        searchField.value = '';\n        this.searchActive = true;\n      }\n    }\n    else if (!isActive) // directly remove the panel\n    {\n      this.DOMSearchBox().className = 'MSearchBoxInactive';\n      this.DOMSearchField().value   = this.searchLabel;\n      this.searchActive             = false;\n      this.lastSearchValue          = ''\n      this.lastResultsPage          = '';\n    }\n  }\n}\n\n// -----------------------------------------------------------------------\n\n// The class that handles everything on the search results page.\nfunction SearchResults(name)\n{\n    // The number of matches from the last run of <Search()>.\n    this.lastMatchCount = 0;\n    this.lastKey = 0;\n    this.repeatOn = false;\n\n    // Toggles the visibility of the passed element ID.\n    this.FindChildElement = function(id)\n    {\n      var parentElement = document.getElementById(id);\n      var element = parentElement.firstChild;\n\n      while (element && element!=parentElement)\n      {\n        if (element.nodeName == 'DIV' && element.className == 'SRChildren')\n        {\n          return element;\n        }\n\n        if (element.nodeName == 'DIV' && element.hasChildNodes())\n        {\n           element = element.firstChild;\n        }\n        else if (element.nextSibling)\n        {\n           element = element.nextSibling;\n        }\n        else\n        {\n          do\n          {\n            element = element.parentNode;\n          }\n          while (element && element!=parentElement && !element.nextSibling);\n\n          if (element && element!=parentElement)\n          {\n            element = element.nextSibling;\n          }\n        }\n      }\n    }\n\n    this.Toggle = function(id)\n    {\n      var element = this.FindChildElement(id);\n      if (element)\n      {\n        if (element.style.display == 'block')\n        {\n          element.style.display = 'none';\n        }\n        else\n        {\n          element.style.display = 'block';\n        }\n      }\n    }\n\n    // Searches for the passed string.  If there is no parameter,\n    // it takes it from the URL query.\n    //\n    // Always returns true, since other documents may try to call it\n    // and that may or may not be possible.\n    this.Search = function(search)\n    {\n      if (!search) // get search word from URL\n      {\n        search = window.location.search;\n        search = search.substring(1);  // Remove the leading '?'\n        search = unescape(search);\n      }\n\n      search = search.replace(/^ +/, \"\"); // strip leading spaces\n      search = search.replace(/ +$/, \"\"); // strip trailing spaces\n      search = search.toLowerCase();\n      search = convertToId(search);\n\n      var resultRows = document.getElementsByTagName(\"div\");\n      var matches = 0;\n\n      var i = 0;\n      while (i < resultRows.length)\n      {\n        var row = resultRows.item(i);\n        if (row.className == \"SRResult\")\n        {\n          var rowMatchName = row.id.toLowerCase();\n          rowMatchName = rowMatchName.replace(/^sr\\d*_/, ''); // strip 'sr123_'\n\n          if (search.length<=rowMatchName.length &&\n             rowMatchName.substr(0, search.length)==search)\n          {\n            row.style.display = 'block';\n            matches++;\n          }\n          else\n          {\n            row.style.display = 'none';\n          }\n        }\n        i++;\n      }\n      document.getElementById(\"Searching\").style.display='none';\n      if (matches == 0) // no results\n      {\n        document.getElementById(\"NoMatches\").style.display='block';\n      }\n      else // at least one result\n      {\n        document.getElementById(\"NoMatches\").style.display='none';\n      }\n      this.lastMatchCount = matches;\n      return true;\n    }\n\n    // return the first item with index index or higher that is visible\n    this.NavNext = function(index)\n    {\n      var focusItem;\n      while (1)\n      {\n        var focusName = 'Item'+index;\n        focusItem = document.getElementById(focusName);\n        if (focusItem && focusItem.parentNode.parentNode.style.display=='block')\n        {\n          break;\n        }\n        else if (!focusItem) // last element\n        {\n          break;\n        }\n        focusItem=null;\n        index++;\n      }\n      return focusItem;\n    }\n\n    this.NavPrev = function(index)\n    {\n      var focusItem;\n      while (1)\n      {\n        var focusName = 'Item'+index;\n        focusItem = document.getElementById(focusName);\n        if (focusItem && focusItem.parentNode.parentNode.style.display=='block')\n        {\n          break;\n        }\n        else if (!focusItem) // last element\n        {\n          break;\n        }\n        focusItem=null;\n        index--;\n      }\n      return focusItem;\n    }\n\n    this.ProcessKeys = function(e)\n    {\n      if (e.type == \"keydown\")\n      {\n        this.repeatOn = false;\n        this.lastKey = e.keyCode;\n      }\n      else if (e.type == \"keypress\")\n      {\n        if (!this.repeatOn)\n        {\n          if (this.lastKey) this.repeatOn = true;\n          return false; // ignore first keypress after keydown\n        }\n      }\n      else if (e.type == \"keyup\")\n      {\n        this.lastKey = 0;\n        this.repeatOn = false;\n      }\n      return this.lastKey!=0;\n    }\n\n    this.Nav = function(evt,itemIndex)\n    {\n      var e  = (evt) ? evt : window.event; // for IE\n      if (e.keyCode==13) return true;\n      if (!this.ProcessKeys(e)) return false;\n\n      if (this.lastKey==38) // Up\n      {\n        var newIndex = itemIndex-1;\n        var focusItem = this.NavPrev(newIndex);\n        if (focusItem)\n        {\n          var child = this.FindChildElement(focusItem.parentNode.parentNode.id);\n          if (child && child.style.display == 'block') // children visible\n          {\n            var n=0;\n            var tmpElem;\n            while (1) // search for last child\n            {\n              tmpElem = document.getElementById('Item'+newIndex+'_c'+n);\n              if (tmpElem)\n              {\n                focusItem = tmpElem;\n              }\n              else // found it!\n              {\n                break;\n              }\n              n++;\n            }\n          }\n        }\n        if (focusItem)\n        {\n          focusItem.focus();\n        }\n        else // return focus to search field\n        {\n           parent.document.getElementById(\"MSearchField\").focus();\n        }\n      }\n      else if (this.lastKey==40) // Down\n      {\n        var newIndex = itemIndex+1;\n        var focusItem;\n        var item = document.getElementById('Item'+itemIndex);\n        var elem = this.FindChildElement(item.parentNode.parentNode.id);\n        if (elem && elem.style.display == 'block') // children visible\n        {\n          focusItem = document.getElementById('Item'+itemIndex+'_c0');\n        }\n        if (!focusItem) focusItem = this.NavNext(newIndex);\n        if (focusItem)  focusItem.focus();\n      }\n      else if (this.lastKey==39) // Right\n      {\n        var item = document.getElementById('Item'+itemIndex);\n        var elem = this.FindChildElement(item.parentNode.parentNode.id);\n        if (elem) elem.style.display = 'block';\n      }\n      else if (this.lastKey==37) // Left\n      {\n        var item = document.getElementById('Item'+itemIndex);\n        var elem = this.FindChildElement(item.parentNode.parentNode.id);\n        if (elem) elem.style.display = 'none';\n      }\n      else if (this.lastKey==27) // Escape\n      {\n        parent.searchBox.CloseResultsWindow();\n        parent.document.getElementById(\"MSearchField\").focus();\n      }\n      else if (this.lastKey==13) // Enter\n      {\n        return true;\n      }\n      return false;\n    }\n\n    this.NavChild = function(evt,itemIndex,childIndex)\n    {\n      var e  = (evt) ? evt : window.event; // for IE\n      if (e.keyCode==13) return true;\n      if (!this.ProcessKeys(e)) return false;\n\n      if (this.lastKey==38) // Up\n      {\n        if (childIndex>0)\n        {\n          var newIndex = childIndex-1;\n          document.getElementById('Item'+itemIndex+'_c'+newIndex).focus();\n        }\n        else // already at first child, jump to parent\n        {\n          document.getElementById('Item'+itemIndex).focus();\n        }\n      }\n      else if (this.lastKey==40) // Down\n      {\n        var newIndex = childIndex+1;\n        var elem = document.getElementById('Item'+itemIndex+'_c'+newIndex);\n        if (!elem) // last child, jump to parent next parent\n        {\n          elem = this.NavNext(itemIndex+1);\n        }\n        if (elem)\n        {\n          elem.focus();\n        }\n      }\n      else if (this.lastKey==27) // Escape\n      {\n        parent.searchBox.CloseResultsWindow();\n        parent.document.getElementById(\"MSearchField\").focus();\n      }\n      else if (this.lastKey==13) // Enter\n      {\n        return true;\n      }\n      return false;\n    }\n}\n\nfunction setKeyActions(elem,action)\n{\n  elem.setAttribute('onkeydown',action);\n  elem.setAttribute('onkeypress',action);\n  elem.setAttribute('onkeyup',action);\n}\n\nfunction setClassAttr(elem,attr)\n{\n  elem.setAttribute('class',attr);\n  elem.setAttribute('className',attr);\n}\n\nfunction createResults()\n{\n  var results = document.getElementById(\"SRResults\");\n  for (var e=0; e<searchData.length; e++)\n  {\n    var id = searchData[e][0];\n    var srResult = document.createElement('div');\n    srResult.setAttribute('id','SR_'+id);\n    setClassAttr(srResult,'SRResult');\n    var srEntry = document.createElement('div');\n    setClassAttr(srEntry,'SREntry');\n    var srLink = document.createElement('a');\n    srLink.setAttribute('id','Item'+e);\n    setKeyActions(srLink,'return searchResults.Nav(event,'+e+')');\n    setClassAttr(srLink,'SRSymbol');\n    srLink.innerHTML = searchData[e][1][0];\n    srEntry.appendChild(srLink);\n    if (searchData[e][1].length==2) // single result\n    {\n      srLink.setAttribute('href',searchData[e][1][1][0]);\n      if (searchData[e][1][1][1])\n      {\n       srLink.setAttribute('target','_parent');\n      }\n      var srScope = document.createElement('span');\n      setClassAttr(srScope,'SRScope');\n      srScope.innerHTML = searchData[e][1][1][2];\n      srEntry.appendChild(srScope);\n    }\n    else // multiple results\n    {\n      srLink.setAttribute('href','javascript:searchResults.Toggle(\"SR_'+id+'\")');\n      var srChildren = document.createElement('div');\n      setClassAttr(srChildren,'SRChildren');\n      for (var c=0; c<searchData[e][1].length-1; c++)\n      {\n        var srChild = document.createElement('a');\n        srChild.setAttribute('id','Item'+e+'_c'+c);\n        setKeyActions(srChild,'return searchResults.NavChild(event,'+e+','+c+')');\n        setClassAttr(srChild,'SRScope');\n        srChild.setAttribute('href',searchData[e][1][c+1][0]);\n        if (searchData[e][1][c+1][1])\n        {\n         srChild.setAttribute('target','_parent');\n        }\n        srChild.innerHTML = searchData[e][1][c+1][2];\n        srChildren.appendChild(srChild);\n      }\n      srEntry.appendChild(srChildren);\n    }\n    srResult.appendChild(srEntry);\n    results.appendChild(srResult);\n  }\n}\n\nfunction init_search()\n{\n  var results = document.getElementById(\"MSearchSelectWindow\");\n  for (var key in indexSectionLabels)\n  {\n    var link = document.createElement('a');\n    link.setAttribute('class','SelectItem');\n    link.setAttribute('onclick','searchBox.OnSelectItem('+key+')');\n    link.href='javascript:void(0)';\n    link.innerHTML='<span class=\"SelectionMark\">&#160;</span>'+indexSectionLabels[key];\n    results.appendChild(link);\n  }\n  searchBox.OnSelectItem(0);\n}\n\n"
  },
  {
    "path": "Doc/Design/MIS/html/search/searchdata.js",
    "content": "var indexSectionsWithContent =\n{\n  0: \"_abcdefghiklmoprstuwxy\",\n  1: \"abdefhiklprsw\",\n  2: \"abcdefhiklprsw\",\n  3: \"_abceghlmopstu\",\n  4: \"abcdefghiklmoprstuwxy\"\n};\n\nvar indexSectionNames =\n{\n  0: \"all\",\n  1: \"classes\",\n  2: \"files\",\n  3: \"functions\",\n  4: \"variables\"\n};\n\nvar indexSectionLabels =\n{\n  0: \"All\",\n  1: \"Classes\",\n  2: \"Files\",\n  3: \"Functions\",\n  4: \"Variables\"\n};\n\n"
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    "path": "Doc/Design/MIS/html/search/variables_0.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html><head><title></title>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<link rel=\"stylesheet\" type=\"text/css\" href=\"search.css\"/>\n<script type=\"text/javascript\" src=\"variables_0.js\"></script>\n<script type=\"text/javascript\" src=\"search.js\"></script>\n</head>\n<body class=\"SRPage\">\n<div id=\"SRIndex\">\n<div class=\"SRStatus\" id=\"Loading\">Loading...</div>\n<div id=\"SRResults\"></div>\n<script type=\"text/javascript\"><!--\ncreateResults();\n--></script>\n<div class=\"SRStatus\" id=\"Searching\">Searching...</div>\n<div class=\"SRStatus\" id=\"NoMatches\">No Matches</div>\n<script type=\"text/javascript\"><!--\ndocument.getElementById(\"Loading\").style.display=\"none\";\ndocument.getElementById(\"NoMatches\").style.display=\"none\";\nvar searchResults = new SearchResults(\"searchResults\");\nsearchResults.Search();\n--></script>\n</div>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/html/search/variables_0.js",
    "content": "var searchData=\n[\n  ['acceptable_5fradius',['ACCEPTABLE_RADIUS',['../constants_8py.html#a8cdbc33ae8c0cd8299fea64e6584cbb2',1,'actor::constants']]],\n  ['aquamentus_5fdmg',['AQUAMENTUS_DMG',['../constants_8py.html#a1af2813819c1f74c0c03e4c28e688c7e',1,'actor::constants']]],\n  ['aquamentus_5fmax_5fhp',['AQUAMENTUS_MAX_HP',['../constants_8py.html#a6798a2ba15f37026a428d4ae33b36385',1,'actor::constants']]],\n  ['aquamentus_5fspeed',['AQUAMENTUS_SPEED',['../constants_8py.html#afd41761bdc5ad8caadf945e8a0dd3e7c',1,'actor::constants']]],\n  ['atk_5fbuffer',['ATK_BUFFER',['../constants_8py.html#a93a5a6694fa613e1a2385a3c936809db',1,'actor::constants']]],\n  ['atk_5fheight',['ATK_HEIGHT',['../constants_8py.html#af8a4f20f7d0cc886ded420fdccd62469',1,'actor::constants']]],\n  ['atk_5flength',['ATK_LENGTH',['../constants_8py.html#ae1aa209a8b0a492caf4f0567b0dad1b6',1,'actor::constants']]],\n  ['atk_5fwidth',['ATK_WIDTH',['../constants_8py.html#ab4602bdb853159facf6971c2f7daec55',1,'actor::constants']]],\n  ['attackbool',['attackbool',['../classactor_1_1player_1_1_player.html#a77d57d979bab2c2918501b536130cd4f',1,'actor::player::Player']]],\n  ['attackcount',['attackcount',['../classactor_1_1player_1_1_player.html#a9014fc320d75f42a42067131ef359521',1,'actor::player::Player']]],\n  ['attacksprite',['attacksprite',['../classactor_1_1player_1_1_player.html#a544178e6ebb1b49a348753c870df24f1',1,'actor::player::Player']]],\n  ['attackstartframe',['attackStartFrame',['../classactor_1_1aquamentus_1_1_aquamentus.html#adc3d75725497270071e563121cb687e2',1,'actor::aquamentus::Aquamentus']]],\n  ['attacksword',['attacksword',['../classactor_1_1player_1_1_player.html#a479ddb8958705d9cbd7830e9ba59f8c5',1,'actor::player::Player']]]\n];\n"
  },
  {
    "path": "Doc/Design/MIS/html/search/variables_1.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html><head><title></title>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<link rel=\"stylesheet\" type=\"text/css\" href=\"search.css\"/>\n<script type=\"text/javascript\" src=\"variables_1.js\"></script>\n<script type=\"text/javascript\" src=\"search.js\"></script>\n</head>\n<body class=\"SRPage\">\n<div id=\"SRIndex\">\n<div class=\"SRStatus\" id=\"Loading\">Loading...</div>\n<div id=\"SRResults\"></div>\n<script type=\"text/javascript\"><!--\ncreateResults();\n--></script>\n<div class=\"SRStatus\" id=\"Searching\">Searching...</div>\n<div class=\"SRStatus\" id=\"NoMatches\">No Matches</div>\n<script type=\"text/javascript\"><!--\ndocument.getElementById(\"Loading\").style.display=\"none\";\ndocument.getElementById(\"NoMatches\").style.display=\"none\";\nvar searchResults = new SearchResults(\"searchResults\");\nsearchResults.Search();\n--></script>\n</div>\n</body>\n</html>\n"
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rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_8b3787363fadf95d9e54890e1424c9de.html\">actor</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#nested-classes\">Classes</a> &#124;\n<a href=\"#func-members\">Functions</a> &#124;\n<a href=\"#var-members\">Variables</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">stalfos.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Stalfos Enemy  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"nested-classes\"></a>\nClasses</h2></td></tr>\n<tr class=\"memitem:\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">class &#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\">actor.stalfos.Stalfos</a></td></tr>\n<tr class=\"memdesc:\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">This class represents the <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a> enemy.  <a href=\"classactor_1_1stalfos_1_1_stalfos.html#details\">More...</a><br /></td></tr>\n<tr class=\"separator:\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"func-members\"></a>\nFunctions</h2></td></tr>\n<tr class=\"memitem:a00532752cdc35d634e7bbaaa519fecd4\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\">def&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"stalfos_8py.html#a00532752cdc35d634e7bbaaa519fecd4\">actor.stalfos.populateSprites</a> ()</td></tr>\n<tr class=\"memdesc:a00532752cdc35d634e7bbaaa519fecd4\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Creates the sprite list for <a class=\"el\" href=\"classactor_1_1stalfos_1_1_stalfos.html\" title=\"This class represents the Stalfos enemy. \">Stalfos</a>.  <a href=\"stalfos_8py.html#a00532752cdc35d634e7bbaaa519fecd4\">More...</a><br /></td></tr>\n<tr class=\"separator:a00532752cdc35d634e7bbaaa519fecd4\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table><table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"var-members\"></a>\nVariables</h2></td></tr>\n<tr class=\"memitem:ae8be9641f49e31dd842829517ff9255c\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"ae8be9641f49e31dd842829517ff9255c\"></a>\nstring&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><b>actor.stalfos.SPRITE_MAP</b> = 'src/actor/sprites/stalfos.png'</td></tr>\n<tr class=\"separator:ae8be9641f49e31dd842829517ff9255c\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Stalfos Enemy </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div><h2 class=\"groupheader\">Function Documentation</h2>\n<a id=\"file_a00532752cdc35d634e7bbaaa519fecd4\"></a>\n<h2 class=\"memtitle\"><span class=\"permalink\"><a href=\"#file_a00532752cdc35d634e7bbaaa519fecd4\">&#9670;&nbsp;</a></span>populateSprites()</h2>\n\n<div class=\"memitem\">\n<div class=\"memproto\">\n      <table class=\"memname\">\n        <tr>\n          <td class=\"memname\">def actor.stalfos.populateSprites </td>\n          <td>(</td>\n          <td class=\"paramname\"></td><td>)</td>\n          <td></td>\n        </tr>\n      </table>\n</div><div class=\"memdoc\">\n\n<p>Creates the sprite list for Stalfos. </p>\n<p>Iterates through a sprite sheet to pull images for the sprite array </p><dl class=\"section return\"><dt>Returns</dt><dd>sprites Array if the sprites that represent the Stalfos </dd></dl>\n\n</div>\n</div>\n</div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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-->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python, Modular Interface Specification\n   &#160;<span id=\"projectnumber\">Revison 2.2 12/5/2018</span>\n   </div>\n   <div id=\"projectbrief\">ThisProject&#39;spurposeistore-designanopen-sourceversionofTheLegendofZelda</div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><a class=\"el\" href=\"dir_68267d1309a1af8e8297ef4c3efbcdba.html\">src</a></li><li class=\"navelem\"><a class=\"el\" href=\"dir_7e83d1792d529f4aa7126ac7e0b3b699.html\">config</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"summary\">\n<a href=\"#var-members\">Variables</a>  </div>\n  <div class=\"headertitle\">\n<div class=\"title\">window.py File Reference</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>Window Constants  \n<a href=\"#details\">More...</a></p>\n<table class=\"memberdecls\">\n<tr class=\"heading\"><td colspan=\"2\"><h2 class=\"groupheader\"><a name=\"var-members\"></a>\nVariables</h2></td></tr>\n<tr class=\"memitem:a42214d95d779131c8f576f050d602312\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a42214d95d779131c8f576f050d602312\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"window_8py.html#a42214d95d779131c8f576f050d602312\">config.window.Y_OFFSET</a> = 56</td></tr>\n<tr class=\"memdesc:a42214d95d779131c8f576f050d602312\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Y offset for HUD. <br /></td></tr>\n<tr class=\"separator:a42214d95d779131c8f576f050d602312\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:aa0f24d6b156fa82cbde7049e94c9c390\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"aa0f24d6b156fa82cbde7049e94c9c390\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"window_8py.html#aa0f24d6b156fa82cbde7049e94c9c390\">config.window.Wwidth</a> = 480</td></tr>\n<tr class=\"memdesc:aa0f24d6b156fa82cbde7049e94c9c390\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Width of the window. <br /></td></tr>\n<tr class=\"separator:aa0f24d6b156fa82cbde7049e94c9c390\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n<tr class=\"memitem:a4f085efa96be55aab0a8a0eca2e7c8bd\"><td class=\"memItemLeft\" align=\"right\" valign=\"top\"><a id=\"a4f085efa96be55aab0a8a0eca2e7c8bd\"></a>\nint&#160;</td><td class=\"memItemRight\" valign=\"bottom\"><a class=\"el\" href=\"window_8py.html#a4f085efa96be55aab0a8a0eca2e7c8bd\">config.window.Wheight</a> = 320 + Y_OFFSET</td></tr>\n<tr class=\"memdesc:a4f085efa96be55aab0a8a0eca2e7c8bd\"><td class=\"mdescLeft\">&#160;</td><td class=\"mdescRight\">Height of the window. <br /></td></tr>\n<tr class=\"separator:a4f085efa96be55aab0a8a0eca2e7c8bd\"><td class=\"memSeparator\" colspan=\"2\">&#160;</td></tr>\n</table>\n<a name=\"details\" id=\"details\"></a><h2 class=\"groupheader\">Detailed Description</h2>\n<div class=\"textblock\"><p>Window Constants </p>\n<dl class=\"section author\"><dt>Author</dt><dd>Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz </dd></dl>\n<dl class=\"section date\"><dt>Date</dt><dd>November 7 2018 </dd></dl>\n</div></div><!-- contents -->\n<!-- start footer part -->\n<hr class=\"footer\"/><address class=\"footer\"><small>\nGenerated by &#160;<a href=\"http://www.doxygen.org/index.html\">\n<img class=\"footer\" src=\"doxygen.png\" alt=\"doxygen\"/>\n</a> 1.8.13\n</small></address>\n</body>\n</html>\n"
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    "path": "Doc/Design/MIS/latex/Makefile",
    "content": "all: refman.pdf\n\npdf: refman.pdf\n\nrefman.pdf: clean refman.tex\n\tpdflatex refman\n\tmakeindex refman.idx\n\tpdflatex refman\n\tlatex_count=8 ; \\\n\twhile egrep -s 'Rerun (LaTeX|to get cross-references right)' refman.log && [ $$latex_count -gt 0 ] ;\\\n\t    do \\\n\t      echo \"Rerunning latex....\" ;\\\n\t      pdflatex refman ;\\\n\t      latex_count=`expr $$latex_count - 1` ;\\\n\t    done\n\tmakeindex refman.idx\n\tpdflatex refman\n\n\nclean:\n\trm -f *.ps *.dvi *.aux *.toc *.idx *.ind *.ilg *.log *.out *.brf *.blg *.bbl refman.pdf\n"
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    "path": "Doc/Design/MIS/latex/annotated.tex",
    "content": "\\section{Class List}\nHere are the classes, structs, unions and interfaces with brief descriptions\\+:\\begin{DoxyCompactList}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{actor.\\+aquamentus.\\+Aquamentus} \\\\*This class represents the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} Boss }{\\pageref{classactor_1_1aquamentus_1_1_aquamentus}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1boomerang_1_1_boomerang}{actor.\\+boomerang.\\+Boomerang} \\\\*\\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} Weapon Class  The class holding the creation, behaviour, and collision effects of the player\\textquotesingle{}s boomerang weapon }{\\pageref{classactor_1_1boomerang_1_1_boomerang}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1boss_1_1_boss}{actor.\\+boss.\\+Boss} \\\\*Superclass for representing a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} }{\\pageref{classactor_1_1boss_1_1_boss}}{}\n\\item\\contentsline{section}{\\hyperlink{classcollision_1_1door_1_1_door}{collision.\\+door.\\+Door} \\\\*Dungeon \\hyperlink{classcollision_1_1door_1_1_door}{Door} Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon }{\\pageref{classcollision_1_1door_1_1_door}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1enemy_1_1_enemy}{actor.\\+enemy.\\+Enemy} \\\\*Superclass for representing an \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} }{\\pageref{classactor_1_1enemy_1_1_enemy}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1fireball_1_1_fireball}{actor.\\+fireball.\\+Fireball} \\\\*This class represents the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} object }{\\pageref{classactor_1_1fireball_1_1_fireball}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1healthbar_1_1_health___bar}{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar} \\\\*This class represents the Health\\+Bar for the user controlled player character }{\\pageref{classactor_1_1healthbar_1_1_health___bar}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1item_1_1_item}{actor.\\+item.\\+Item} \\\\*Consumable \\hyperlink{classactor_1_1item_1_1_item}{Item} Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn }{\\pageref{classactor_1_1item_1_1_item}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1keese_1_1_keese}{actor.\\+keese.\\+Keese} \\\\*This class represents the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} enemy }{\\pageref{classactor_1_1keese_1_1_keese}}{}\n\\item\\contentsline{section}{\\hyperlink{classcollision_1_1level_1_1_level}{collision.\\+level.\\+Level} \\\\*Dungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg }{\\pageref{classcollision_1_1level_1_1_level}}{}\n\\item\\contentsline{section}{\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager}{collision.\\+levelmanager.\\+Level\\+Manager} \\\\*Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-\\/written data and loading it when the game starts and when a transition occurs }{\\pageref{classcollision_1_1levelmanager_1_1_level_manager}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1player_1_1_player}{actor.\\+player.\\+Player} \\\\*\\hyperlink{classactor_1_1player_1_1_player}{Player} Class  A pygame sprite subclass for defining the creation of the game\\textquotesingle{}s playable character, as well as its interactions with both the user and other entities within the game }{\\pageref{classactor_1_1player_1_1_player}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar} \\\\*This class represents the Rupee\\+Bar object }{\\pageref{classactor_1_1rupee_1_1_rupee___bar}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{actor.\\+spritesheet.\\+Sprite\\+Sheet} \\\\*This class represents the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} object, allowing sprites to be loaded and processed }{\\pageref{classactor_1_1spritesheet_1_1_sprite_sheet}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1stalfos_1_1_stalfos}{actor.\\+stalfos.\\+Stalfos} \\\\*This class represents the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} enemy }{\\pageref{classactor_1_1stalfos_1_1_stalfos}}{}\n\\item\\contentsline{section}{\\hyperlink{classactor_1_1sword_1_1_sword}{actor.\\+sword.\\+Sword} \\\\*Player \\hyperlink{classactor_1_1sword_1_1_sword}{Sword} Class  Class for the creation and deletion of the sword sprite object, made when the player attacks }{\\pageref{classactor_1_1sword_1_1_sword}}{}\n\\item\\contentsline{section}{\\hyperlink{classcollision_1_1wall_1_1_wall}{collision.\\+wall.\\+Wall} \\\\*This class represents the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class for collision for objects in the environment }{\\pageref{classcollision_1_1wall_1_1_wall}}{}\n\\end{DoxyCompactList}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/aquamentus_8py.tex",
    "content": "\\hypertarget{aquamentus_8py}{}\\section{src/actor/aquamentus.py File Reference}\n\\label{aquamentus_8py}\\index{src/actor/aquamentus.\\+py@{src/actor/aquamentus.\\+py}}\n\n\nAquamentus Boss  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{actor.\\+aquamentus.\\+Aquamentus}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} Boss. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{aquamentus_8py_a2a10f7e1433417e1e65fbcee77760974}{actor.\\+aquamentus.\\+populate\\+Sprites} ()\n\\begin{DoxyCompactList}\\small\\item\\em Creates the sprite list for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{aquamentus_8py_a478ff4f7934f64bf8969b57158cc897a}\\label{aquamentus_8py_a478ff4f7934f64bf8969b57158cc897a}} \nstring {\\bfseries actor.\\+aquamentus.\\+S\\+P\\+R\\+I\\+T\\+E\\+\\_\\+\\+M\\+AP} = \\textquotesingle{}src/actor/sprites/aquamentus.\\+png\\textquotesingle{}\n\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nAquamentus Boss \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 8 2018 \n\\end{DoxyDate}\n\n\n\\subsection{Function Documentation}\n\\mbox{\\Hypertarget{aquamentus_8py_file_a2a10f7e1433417e1e65fbcee77760974}\\label{aquamentus_8py_file_a2a10f7e1433417e1e65fbcee77760974}} \n\\index{aquamentus.\\+py@{aquamentus.\\+py}!populate\\+Sprites@{populate\\+Sprites}}\n\\index{populate\\+Sprites@{populate\\+Sprites}!aquamentus.\\+py@{aquamentus.\\+py}}\n\\subsubsection{\\texorpdfstring{populate\\+Sprites()}{populateSprites()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+populate\\+Sprites (\\begin{DoxyParamCaption}{ }\\end{DoxyParamCaption})}\n\n\n\nCreates the sprite list for Aquamentus. \n\nIterates through a sprite sheet to pull images for the sprite array \\begin{DoxyReturn}{Returns}\nsprites Array if the sprites that represent the Aquamentus \n\\end{DoxyReturn}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/boomerang_8py.tex",
    "content": "\\hypertarget{boomerang_8py}{}\\section{src/actor/boomerang.py File Reference}\n\\label{boomerang_8py}\\index{src/actor/boomerang.\\+py@{src/actor/boomerang.\\+py}}\n\n\nBoomerang Weapon  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{actor.\\+boomerang.\\+Boomerang}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} Weapon Class  The class holding the creation, behaviour, and collision effects of the player\\textquotesingle{}s boomerang weapon. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{boomerang_8py_a8d197eab0bf6f54621960f429f24f0b5}{actor.\\+boomerang.\\+populate\\+Sprites} ()\n\\begin{DoxyCompactList}\\small\\item\\em Creates the sprite list for \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{boomerang_8py_a34a1a69f80c09f481480afccdc2f460a}{actor.\\+boomerang.\\+stuncoeffient} (x)\n\\begin{DoxyCompactList}\\small\\item\\em Finds the coeffient for the stun value  Uses a quadradic equation with the frame counter to find the coefficent. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{boomerang_8py_a6f92a4644bc9f8e6b3bb23b154ddabfc}\\label{boomerang_8py_a6f92a4644bc9f8e6b3bb23b154ddabfc}} \nstring {\\bfseries actor.\\+boomerang.\\+S\\+P\\+R\\+I\\+T\\+E\\+\\_\\+\\+M\\+AP} = \\textquotesingle{}src/actor/sprites/boomerang.\\+png\\textquotesingle{}\n\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nBoomerang Weapon \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 6 2018 \n\\end{DoxyDate}\n\n\n\\subsection{Function Documentation}\n\\mbox{\\Hypertarget{boomerang_8py_file_a8d197eab0bf6f54621960f429f24f0b5}\\label{boomerang_8py_file_a8d197eab0bf6f54621960f429f24f0b5}} \n\\index{boomerang.\\+py@{boomerang.\\+py}!populate\\+Sprites@{populate\\+Sprites}}\n\\index{populate\\+Sprites@{populate\\+Sprites}!boomerang.\\+py@{boomerang.\\+py}}\n\\subsubsection{\\texorpdfstring{populate\\+Sprites()}{populateSprites()}}\n{\\footnotesize\\ttfamily def actor.\\+boomerang.\\+populate\\+Sprites (\\begin{DoxyParamCaption}{ }\\end{DoxyParamCaption})}\n\n\n\nCreates the sprite list for Boomerang. \n\nIterates through a sprite sheet to pull images for the sprite array \\begin{DoxyReturn}{Returns}\nsprites Array if the sprites that represent the Boomerang \n\\end{DoxyReturn}\n\\mbox{\\Hypertarget{boomerang_8py_file_a34a1a69f80c09f481480afccdc2f460a}\\label{boomerang_8py_file_a34a1a69f80c09f481480afccdc2f460a}} \n\\index{boomerang.\\+py@{boomerang.\\+py}!stuncoeffient@{stuncoeffient}}\n\\index{stuncoeffient@{stuncoeffient}!boomerang.\\+py@{boomerang.\\+py}}\n\\subsubsection{\\texorpdfstring{stuncoeffient()}{stuncoeffient()}}\n{\\footnotesize\\ttfamily def actor.\\+boomerang.\\+stuncoeffient (\\begin{DoxyParamCaption}\\item[{}]{x }\\end{DoxyParamCaption})}\n\n\n\nFinds the coeffient for the stun value  Uses a quadradic equation with the frame counter to find the coefficent. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em x} & The current frame of the boomerang \\\\\n\\hline\n\\end{DoxyParams}\n\\begin{DoxyReturn}{Returns}\nc The coefficent for the boomerang stun \n\\end{DoxyReturn}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/boss_8py.tex",
    "content": "\\hypertarget{boss_8py}{}\\section{src/actor/boss.py File Reference}\n\\label{boss_8py}\\index{src/actor/boss.\\+py@{src/actor/boss.\\+py}}\n\n\nBoss Template  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1boss_1_1_boss}{actor.\\+boss.\\+Boss}\n\\begin{DoxyCompactList}\\small\\item\\em Superclass for representing a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nBoss Template \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1aquamentus_1_1_aquamentus.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 314.136126\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.591667 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 3 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.aquamentus.Aquamentus) cw\n(actor.boss.Boss) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.aquamentus.Aquamentus) 0.000000 0.000000 box\n (actor.boss.Boss) 0.000000 1.000000 box\n (Sprite) 0.000000 2.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\nsolid\n0 0.000000 1.000000 out\nsolid\n1 0.000000 2.000000 in\n"
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    "path": "Doc/Design/MIS/latex/classactor_1_1aquamentus_1_1_aquamentus.tex",
    "content": "\\hypertarget{classactor_1_1aquamentus_1_1_aquamentus}{}\\section{actor.\\+aquamentus.\\+Aquamentus Class Reference}\n\\label{classactor_1_1aquamentus_1_1_aquamentus}\\index{actor.\\+aquamentus.\\+Aquamentus@{actor.\\+aquamentus.\\+Aquamentus}}\n\n\nThis class represents the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} Boss.  \n\n\nInheritance diagram for actor.\\+aquamentus.\\+Aquamentus\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=3.000000cm]{classactor_1_1aquamentus_1_1_aquamentus}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a410081eed92439a0429ea0fb75eb2328}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a9a995cf75da6e464cf0292c7514536e5}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Evaluates the state of the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a63dc79ec42118be2c34462ea5fdcbade}{swap\\+Direction} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Swaps \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} direction. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a8cd94900aed592550a65f7761a6331bb}{attack} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Allows for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} to attack. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a5569e3e099e8754db819fe31e893bb6f}{boss\\+Logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Controls \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} logic. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_ad37d613a7b0aff59695801ed84691959}\\label{classactor_1_1aquamentus_1_1_aquamentus_ad37d613a7b0aff59695801ed84691959}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_ad37d613a7b0aff59695801ed84691959}{is\\+Attacking}\n\\begin{DoxyCompactList}\\small\\item\\em Represents wether or not the boss is attacking. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_adc3d75725497270071e563121cb687e2}\\label{classactor_1_1aquamentus_1_1_aquamentus_adc3d75725497270071e563121cb687e2}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_adc3d75725497270071e563121cb687e2}{attack\\+Start\\+Frame}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the frame that the boss starts an attack. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a3789eb3b652e8956c8215c444416de8c}\\label{classactor_1_1aquamentus_1_1_aquamentus_a3789eb3b652e8956c8215c444416de8c}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a3789eb3b652e8956c8215c444416de8c}{fireballs}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the boss\\textquotesingle{} fireballs. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a72a68cb13edf22766de1bb935d77b477}\\label{classactor_1_1aquamentus_1_1_aquamentus_a72a68cb13edf22766de1bb935d77b477}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a72a68cb13edf22766de1bb935d77b477}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} set x speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a590144e96f88385400ac90281bb281c8}\\label{classactor_1_1aquamentus_1_1_aquamentus_a590144e96f88385400ac90281bb281c8}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a590144e96f88385400ac90281bb281c8}{max\\+HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} max health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a53a55e5f5a79a7cf81bf9833527e0e78}\\label{classactor_1_1aquamentus_1_1_aquamentus_a53a55e5f5a79a7cf81bf9833527e0e78}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a53a55e5f5a79a7cf81bf9833527e0e78}{HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} current health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a07199a4ba31b82aabf858080155c0ba9}\\label{classactor_1_1aquamentus_1_1_aquamentus_a07199a4ba31b82aabf858080155c0ba9}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a07199a4ba31b82aabf858080155c0ba9}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a565189024813dd0a1ad6c4fd1d89ac31}\\label{classactor_1_1aquamentus_1_1_aquamentus_a565189024813dd0a1ad6c4fd1d89ac31}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a565189024813dd0a1ad6c4fd1d89ac31}{image}\n\\begin{DoxyCompactList}\\small\\item\\em Sprite image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a725395188c0754812edd9c26595f5c25}\\label{classactor_1_1aquamentus_1_1_aquamentus_a725395188c0754812edd9c26595f5c25}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a725395188c0754812edd9c26595f5c25}{sprites}\n\\begin{DoxyCompactList}\\small\\item\\em Array of sprites. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a66f41eed56eff4a71e1bd191fa401afc}\\label{classactor_1_1aquamentus_1_1_aquamentus_a66f41eed56eff4a71e1bd191fa401afc}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a66f41eed56eff4a71e1bd191fa401afc}{obj}\n\\begin{DoxyCompactList}\\small\\item\\em Collision list. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a7b369f65489176836b8f7108419f17a4}\\label{classactor_1_1aquamentus_1_1_aquamentus_a7b369f65489176836b8f7108419f17a4}} \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a7b369f65489176836b8f7108419f17a4}{sprite\\+Index}\n\\begin{DoxyCompactList}\\small\\item\\em Index for the array of sprites. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_ade0294266872c152be5a7ae1c1b14fc6}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em Integer value representing the buffer for the number of hits for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} after being hit by player character. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a6acef447408a84f5af003f3cf74dec7c}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the current state if \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} has collided with player character attack. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a462a8a223836cc3b1154ba73cbcd4703}{oldx}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the previous x-\\/location of \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1aquamentus_1_1_aquamentus_a985f847ed6c6df6d09232a42f8263b8c}{oldy}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the previous y-\\/location of \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} in movement/stationary state. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} Boss. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a410081eed92439a0429ea0fb75eb2328}\\label{classactor_1_1aquamentus_1_1_aquamentus_a410081eed92439a0429ea0fb75eb2328}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+Aquamentus.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}. \n\nConstructor takes two parameters, the x and y coordinates \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a8cd94900aed592550a65f7761a6331bb}\\label{classactor_1_1aquamentus_1_1_aquamentus_a8cd94900aed592550a65f7761a6331bb}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!attack@{attack}}\n\\index{attack@{attack}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{attack()}{attack()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+Aquamentus.\\+attack (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nAllows for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} to attack. \n\nSpawns fireballs at Aquamenuts\\textquotesingle{} mouth and sets their move speed \\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a5569e3e099e8754db819fe31e893bb6f}\\label{classactor_1_1aquamentus_1_1_aquamentus_a5569e3e099e8754db819fe31e893bb6f}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!boss\\+Logic@{boss\\+Logic}}\n\\index{boss\\+Logic@{boss\\+Logic}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{boss\\+Logic()}{bossLogic()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+Aquamentus.\\+boss\\+Logic (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nControls \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} logic. \n\nUses the states to control the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} \\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a9a995cf75da6e464cf0292c7514536e5}\\label{classactor_1_1aquamentus_1_1_aquamentus_a9a995cf75da6e464cf0292c7514536e5}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!check\\+State@{check\\+State}}\n\\index{check\\+State@{check\\+State}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{check\\+State()}{checkState()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+Aquamentus.\\+check\\+State (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nEvaluates the state of the \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}. \n\nEvalautes if \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} can stop, if it is in iframes, if it collides with something, and if it has died \\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a63dc79ec42118be2c34462ea5fdcbade}\\label{classactor_1_1aquamentus_1_1_aquamentus_a63dc79ec42118be2c34462ea5fdcbade}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!swap\\+Direction@{swap\\+Direction}}\n\\index{swap\\+Direction@{swap\\+Direction}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{swap\\+Direction()}{swapDirection()}}\n{\\footnotesize\\ttfamily def actor.\\+aquamentus.\\+Aquamentus.\\+swap\\+Direction (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nSwaps \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus}\\textquotesingle{} direction. \n\nMultiplies the speed in the x direction by -\\/1 \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_ade0294266872c152be5a7ae1c1b14fc6}\\label{classactor_1_1aquamentus_1_1_aquamentus_ade0294266872c152be5a7ae1c1b14fc6}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!hit\\+Count@{hit\\+Count}}\n\\index{hit\\+Count@{hit\\+Count}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{hit\\+Count}{hitCount}}\n{\\footnotesize\\ttfamily actor.\\+aquamentus.\\+Aquamentus.\\+hit\\+Count}\n\n\n\nInteger value representing the buffer for the number of hits for \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} after being hit by player character. \n\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a6acef447408a84f5af003f3cf74dec7c}\\label{classactor_1_1aquamentus_1_1_aquamentus_a6acef447408a84f5af003f3cf74dec7c}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!is\\+Hit@{is\\+Hit}}\n\\index{is\\+Hit@{is\\+Hit}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{is\\+Hit}{isHit}}\n{\\footnotesize\\ttfamily actor.\\+aquamentus.\\+Aquamentus.\\+is\\+Hit}\n\n\n\nRepresents the current state if \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} has collided with player character attack. \n\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a462a8a223836cc3b1154ba73cbcd4703}\\label{classactor_1_1aquamentus_1_1_aquamentus_a462a8a223836cc3b1154ba73cbcd4703}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!oldx@{oldx}}\n\\index{oldx@{oldx}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{oldx}{oldx}}\n{\\footnotesize\\ttfamily actor.\\+aquamentus.\\+Aquamentus.\\+oldx}\n\n\n\nThis represents the previous x-\\/location of \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1aquamentus_1_1_aquamentus_a985f847ed6c6df6d09232a42f8263b8c}\\label{classactor_1_1aquamentus_1_1_aquamentus_a985f847ed6c6df6d09232a42f8263b8c}} \n\\index{actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}!oldy@{oldy}}\n\\index{oldy@{oldy}!actor\\+::aquamentus\\+::\\+Aquamentus@{actor\\+::aquamentus\\+::\\+Aquamentus}}\n\\subsubsection{\\texorpdfstring{oldy}{oldy}}\n{\\footnotesize\\ttfamily actor.\\+aquamentus.\\+Aquamentus.\\+oldy}\n\n\n\nThis represents the previous y-\\/location of \\hyperlink{classactor_1_1aquamentus_1_1_aquamentus}{Aquamentus} in movement/stationary state. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{aquamentus_8py}{aquamentus.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1boomerang_1_1_boomerang.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 217.391304\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 2.300000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.boomerang.Boomerang) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.boomerang.Boomerang) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1boomerang_1_1_boomerang.tex",
    "content": "\\hypertarget{classactor_1_1boomerang_1_1_boomerang}{}\\section{actor.\\+boomerang.\\+Boomerang Class Reference}\n\\label{classactor_1_1boomerang_1_1_boomerang}\\index{actor.\\+boomerang.\\+Boomerang@{actor.\\+boomerang.\\+Boomerang}}\n\n\n\\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} Weapon Class  The class holding the creation, behaviour, and collision effects of the player\\textquotesingle{}s boomerang weapon.  \n\n\nInheritance diagram for actor.\\+boomerang.\\+Boomerang\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1boomerang_1_1_boomerang}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_a7b20570fa9c54aaba3623075f99770f1}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, direction, \\hyperlink{classactor_1_1boomerang_1_1_boomerang_a3f28b182298ed6f753bbaa2bacc50287}{obj}, player)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} constructor  A sprite subclass constructor that takes an x and y position (the players), a direction for the boomerang\\textquotesingle{}s trajectory, a list of collidable objects, as well as the player object (to add to the collision list) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e}\\label{classactor_1_1boomerang_1_1_boomerang_a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e}} \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_a5a0f0c1b4d25b5fa10ecb7b02a4f6b5e}{moveupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} position updating function, updating position based on changing trajectory speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_abbfebdf98803c7e4ac69a1a6e251d781}\\label{classactor_1_1boomerang_1_1_boomerang_abbfebdf98803c7e4ac69a1a6e251d781}} \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_abbfebdf98803c7e4ac69a1a6e251d781}{collisionupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} collision updating function, constantly checking for collisions and acting accordingly. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a8ed616f57acf720fdd4d7bd5702e1684}\\label{classactor_1_1boomerang_1_1_boomerang_a8ed616f57acf720fdd4d7bd5702e1684}} \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_a8ed616f57acf720fdd4d7bd5702e1684}{spriteupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Updates the boomerang sprite every 10 frames. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a5e84fc23d586483105c71cc4c607264c}\\label{classactor_1_1boomerang_1_1_boomerang_a5e84fc23d586483105c71cc4c607264c}} \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_a5e84fc23d586483105c71cc4c607264c}{update} (self)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} updating function, repeatedly running moveupdate and collisionupdate. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_ad32ffa27cd6221ed74d144f8874eae5f}\\label{classactor_1_1boomerang_1_1_boomerang_ad32ffa27cd6221ed74d144f8874eae5f}} \ndef \\hyperlink{classactor_1_1boomerang_1_1_boomerang_ad32ffa27cd6221ed74d144f8874eae5f}{collision} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Default collision function to satisfy other class collision calls to this object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_afff9077b183225033461cc14dede928b}\\label{classactor_1_1boomerang_1_1_boomerang_afff9077b183225033461cc14dede928b}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_afff9077b183225033461cc14dede928b}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} sprite image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a46ad11df1efc1a8395a6bff47b34308f}\\label{classactor_1_1boomerang_1_1_boomerang_a46ad11df1efc1a8395a6bff47b34308f}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_a46ad11df1efc1a8395a6bff47b34308f}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em Position of boomerang. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_abd6b4b22c63a81db76e468ec0da228b3}\\label{classactor_1_1boomerang_1_1_boomerang_abd6b4b22c63a81db76e468ec0da228b3}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_abd6b4b22c63a81db76e468ec0da228b3}{dir}\n\\begin{DoxyCompactList}\\small\\item\\em Initial travel direction of boomerang. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a67772200ff4603844c7941f8be87947f}\\label{classactor_1_1boomerang_1_1_boomerang_a67772200ff4603844c7941f8be87947f}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_a67772200ff4603844c7941f8be87947f}{speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} initial update speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a3f28b182298ed6f753bbaa2bacc50287}\\label{classactor_1_1boomerang_1_1_boomerang_a3f28b182298ed6f753bbaa2bacc50287}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_a3f28b182298ed6f753bbaa2bacc50287}{obj}\n\\begin{DoxyCompactList}\\small\\item\\em List of objects the boomerang could collide with. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_abfb405ccedae18b49b36d5504a548aed}\\label{classactor_1_1boomerang_1_1_boomerang_abfb405ccedae18b49b36d5504a548aed}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_abfb405ccedae18b49b36d5504a548aed}{killable}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean to tell when the boomerang should be deleted. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a54e828173053f349639a8e75b56281c6}\\label{classactor_1_1boomerang_1_1_boomerang_a54e828173053f349639a8e75b56281c6}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_a54e828173053f349639a8e75b56281c6}{sprites}\n\\begin{DoxyCompactList}\\small\\item\\em List of sprites for boomerang. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_affb047b1f34deb8f68d0d6d5ee499429}\\label{classactor_1_1boomerang_1_1_boomerang_affb047b1f34deb8f68d0d6d5ee499429}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_affb047b1f34deb8f68d0d6d5ee499429}{sprite\\+Index}\n\\begin{DoxyCompactList}\\small\\item\\em Index of the current sprite. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_ae815f4dbc9a5e7c3d8e4596c41001c70}\\label{classactor_1_1boomerang_1_1_boomerang_ae815f4dbc9a5e7c3d8e4596c41001c70}} \n\\hyperlink{classactor_1_1boomerang_1_1_boomerang_ae815f4dbc9a5e7c3d8e4596c41001c70}{frame\\+Counter}\n\\begin{DoxyCompactList}\\small\\item\\em Total number of frames boomerang is onscreen. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\n\\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} Weapon Class  The class holding the creation, behaviour, and collision effects of the player\\textquotesingle{}s boomerang weapon. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1boomerang_1_1_boomerang_a7b20570fa9c54aaba3623075f99770f1}\\label{classactor_1_1boomerang_1_1_boomerang_a7b20570fa9c54aaba3623075f99770f1}} \n\\index{actor\\+::boomerang\\+::\\+Boomerang@{actor\\+::boomerang\\+::\\+Boomerang}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::boomerang\\+::\\+Boomerang@{actor\\+::boomerang\\+::\\+Boomerang}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+boomerang.\\+Boomerang.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{direction,  }\\item[{}]{obj,  }\\item[{}]{player }\\end{DoxyParamCaption})}\n\n\n\n\\hyperlink{classactor_1_1boomerang_1_1_boomerang}{Boomerang} constructor  A sprite subclass constructor that takes an x and y position (the players), a direction for the boomerang\\textquotesingle{}s trajectory, a list of collidable objects, as well as the player object (to add to the collision list) \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of boomerang spawn \\\\\n\\hline\n{\\em y} & Y coordinate of boomerang spawn \\\\\n\\hline\n{\\em direction} & Direction of boomerang path \\\\\n\\hline\n{\\em obj} & List of objects to check for collision with the boomerang \\\\\n\\hline\n{\\em player} & Player object to also check collision for \\\\\n\\hline\n\\end{DoxyParams}\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{boomerang_8py}{boomerang.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1boss_1_1_boss.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 314.136126\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.591667 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 3 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.boss.Boss) cw\n(Sprite) cw\n(actor.aquamentus.Aquamentus) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.boss.Boss) 0.000000 1.000000 box\n (Sprite) 0.000000 2.000000 box\n (actor.aquamentus.Aquamentus) 0.000000 0.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 1.000000 out\nsolid\n1 0.000000 2.000000 in\nsolid\n1 0.000000 0.250000 out\nsolid\n0 0.000000 0.750000 in\n"
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    "path": "Doc/Design/MIS/latex/classactor_1_1boss_1_1_boss.tex",
    "content": "\\hypertarget{classactor_1_1boss_1_1_boss}{}\\section{actor.\\+boss.\\+Boss Class Reference}\n\\label{classactor_1_1boss_1_1_boss}\\index{actor.\\+boss.\\+Boss@{actor.\\+boss.\\+Boss}}\n\n\nSuperclass for representing a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}.  \n\n\nInheritance diagram for actor.\\+boss.\\+Boss\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=3.000000cm]{classactor_1_1boss_1_1_boss}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1boss_1_1_boss_a8aff9faf12326306058968f2e6424420}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a5f510a5ea8387c4ccb1c5c36e54efa5d}\\label{classactor_1_1boss_1_1_boss_a5f510a5ea8387c4ccb1c5c36e54efa5d}} \ndef \\hyperlink{classactor_1_1boss_1_1_boss_a5f510a5ea8387c4ccb1c5c36e54efa5d}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Empty function for evaluating \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} state. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1boss_1_1_boss_aa4ec284ad22d7c18bfa7116e4b2863cf}{move} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Moves the \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a005977210760040c8af8f77972e068a0}\\label{classactor_1_1boss_1_1_boss_a005977210760040c8af8f77972e068a0}} \ndef \\hyperlink{classactor_1_1boss_1_1_boss_a005977210760040c8af8f77972e068a0}{boss\\+Logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Empty function for logic of \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1boss_1_1_boss_a0caeabbf20958679e55952559a2b74ee}{update} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Update loop for a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1boss_1_1_boss_a6909e66b1a94f284ff34d2498a807c48}{hit} (self, dir)\n\\begin{DoxyCompactList}\\small\\item\\em Hit dectetion for \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a33e43928fc50f5c67693e2a224e2a67c}\\label{classactor_1_1boss_1_1_boss_a33e43928fc50f5c67693e2a224e2a67c}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a33e43928fc50f5c67693e2a224e2a67c}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} Pygame surface. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a0d5392b6ba783f8c3ad68221830f26ec}\\label{classactor_1_1boss_1_1_boss_a0d5392b6ba783f8c3ad68221830f26ec}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a0d5392b6ba783f8c3ad68221830f26ec}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em Rectanlge that represents boss. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1boss_1_1_boss_a88b3aa7689b1d755e49e5dfbf7f30e86}{id}\n\\begin{DoxyCompactList}\\small\\item\\em X postion of the boss. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_af197ba273deff12d755b58ba7d5dca8d}\\label{classactor_1_1boss_1_1_boss_af197ba273deff12d755b58ba7d5dca8d}} \n\\hyperlink{classactor_1_1boss_1_1_boss_af197ba273deff12d755b58ba7d5dca8d}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Wether the boss is hit or not. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a3bfec86c38534dee464d0f415812c90f}\\label{classactor_1_1boss_1_1_boss_a3bfec86c38534dee464d0f415812c90f}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a3bfec86c38534dee464d0f415812c90f}{stuncount}\n\\begin{DoxyCompactList}\\small\\item\\em The amount of stun frames the boss has remaining. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a91aaf2376c5832f358df81e770d8e29f}\\label{classactor_1_1boss_1_1_boss_a91aaf2376c5832f358df81e770d8e29f}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a91aaf2376c5832f358df81e770d8e29f}{max\\+HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} max health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a86450ea10beac44c78eec4b05ddb09d0}\\label{classactor_1_1boss_1_1_boss_a86450ea10beac44c78eec4b05ddb09d0}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a86450ea10beac44c78eec4b05ddb09d0}{HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} current health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a6a30d961adcdcf26fdcae6fb83801f8c}\\label{classactor_1_1boss_1_1_boss_a6a30d961adcdcf26fdcae6fb83801f8c}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a6a30d961adcdcf26fdcae6fb83801f8c}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a9884f8252599e809ccca0f09c13e7883}\\label{classactor_1_1boss_1_1_boss_a9884f8252599e809ccca0f09c13e7883}} \n\\hyperlink{classactor_1_1boss_1_1_boss_a9884f8252599e809ccca0f09c13e7883}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} hit count. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_aa8507ebe3d7bf619d0e630af700a18eb}\\label{classactor_1_1boss_1_1_boss_aa8507ebe3d7bf619d0e630af700a18eb}} \n\\hyperlink{classactor_1_1boss_1_1_boss_aa8507ebe3d7bf619d0e630af700a18eb}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} speed in the x direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_af3ffc8e8c2a5637f468355a055d4671f}\\label{classactor_1_1boss_1_1_boss_af3ffc8e8c2a5637f468355a055d4671f}} \n\\hyperlink{classactor_1_1boss_1_1_boss_af3ffc8e8c2a5637f468355a055d4671f}{y\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}\\textquotesingle{} speed in the y direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_aca7d6c634a4af8380231efe3c2636080}\\label{classactor_1_1boss_1_1_boss_aca7d6c634a4af8380231efe3c2636080}} \n\\hyperlink{classactor_1_1boss_1_1_boss_aca7d6c634a4af8380231efe3c2636080}{frame\\+Counter}\n\\begin{DoxyCompactList}\\small\\item\\em Total number of frames the boss has been alive for. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nSuperclass for representing a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a8aff9faf12326306058968f2e6424420}\\label{classactor_1_1boss_1_1_boss_a8aff9faf12326306058968f2e6424420}} \n\\index{actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+boss.\\+Boss.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \n\nConstructor takes two parameters, the x and y coordinates \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a6909e66b1a94f284ff34d2498a807c48}\\label{classactor_1_1boss_1_1_boss_a6909e66b1a94f284ff34d2498a807c48}} \n\\index{actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}!hit@{hit}}\n\\index{hit@{hit}!actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}}\n\\subsubsection{\\texorpdfstring{hit()}{hit()}}\n{\\footnotesize\\ttfamily def actor.\\+boss.\\+Boss.\\+hit (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{dir }\\end{DoxyParamCaption})}\n\n\n\nHit dectetion for \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \n\nHandles health and iframes \\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_aa4ec284ad22d7c18bfa7116e4b2863cf}\\label{classactor_1_1boss_1_1_boss_aa4ec284ad22d7c18bfa7116e4b2863cf}} \n\\index{actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}!move@{move}}\n\\index{move@{move}!actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}}\n\\subsubsection{\\texorpdfstring{move()}{move()}}\n{\\footnotesize\\ttfamily def actor.\\+boss.\\+Boss.\\+move (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nMoves the \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \n\nAdds the x speed and y speed to the x and y postion of the \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} \\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a0caeabbf20958679e55952559a2b74ee}\\label{classactor_1_1boss_1_1_boss_a0caeabbf20958679e55952559a2b74ee}} \n\\index{actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}!update@{update}}\n\\index{update@{update}!actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}}\n\\subsubsection{\\texorpdfstring{update()}{update()}}\n{\\footnotesize\\ttfamily def actor.\\+boss.\\+Boss.\\+update (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nUpdate loop for a \\hyperlink{classactor_1_1boss_1_1_boss}{Boss}. \n\nChecks state, does the logic, and then moves \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1boss_1_1_boss_a88b3aa7689b1d755e49e5dfbf7f30e86}\\label{classactor_1_1boss_1_1_boss_a88b3aa7689b1d755e49e5dfbf7f30e86}} \n\\index{actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}!id@{id}}\n\\index{id@{id}!actor\\+::boss\\+::\\+Boss@{actor\\+::boss\\+::\\+Boss}}\n\\subsubsection{\\texorpdfstring{id}{id}}\n{\\footnotesize\\ttfamily actor.\\+boss.\\+Boss.\\+id}\n\n\n\nX postion of the boss. \n\nY postion of the boss \\hyperlink{classactor_1_1boss_1_1_boss}{Boss} ID \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{boss_8py}{boss.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1enemy_1_1_enemy.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 227.272727\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 2.200000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 3 def\n/cols 2 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.enemy.Enemy) cw\n(Sprite) cw\n(actor.keese.Keese) cw\n(actor.stalfos.Stalfos) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.enemy.Enemy) 0.500000 1.000000 box\n (Sprite) 0.500000 2.000000 box\n (actor.keese.Keese) 0.000000 0.000000 box\n (actor.stalfos.Stalfos) 1.000000 0.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.500000 1.000000 out\nsolid\n1 0.500000 2.000000 in\nsolid\n1 0.500000 0.250000 out\nsolid\n0.000000 1.000000 1.000000 conn\nsolid\n0 0.000000 0.750000 in\nsolid\n0 1.000000 0.750000 in\n"
  },
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    "path": "Doc/Design/MIS/latex/classactor_1_1enemy_1_1_enemy.tex",
    "content": "\\hypertarget{classactor_1_1enemy_1_1_enemy}{}\\section{actor.\\+enemy.\\+Enemy Class Reference}\n\\label{classactor_1_1enemy_1_1_enemy}\\index{actor.\\+enemy.\\+Enemy@{actor.\\+enemy.\\+Enemy}}\n\n\nSuperclass for representing an \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}.  \n\n\nInheritance diagram for actor.\\+enemy.\\+Enemy\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=3.000000cm]{classactor_1_1enemy_1_1_enemy}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_a6924d71617a5022d67fd46b36141dfd2}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_afa749d4d6a88fac474c3929ccd3b0753}\\label{classactor_1_1enemy_1_1_enemy_afa749d4d6a88fac474c3929ccd3b0753}} \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_afa749d4d6a88fac474c3929ccd3b0753}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Empty function for evaluating \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} state. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_acae64f8e1e7e13ee7c440c74e3c214c8}{move} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Moves the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a94d38c945f048b873e33a539fb7cf502}\\label{classactor_1_1enemy_1_1_enemy_a94d38c945f048b873e33a539fb7cf502}} \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_a94d38c945f048b873e33a539fb7cf502}{enemy\\+Logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Empty function for logic of \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_a5a7ad5761870721d959d491b33eb4908}{update} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Update loop for a \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1enemy_1_1_enemy_a26b704148d13a372e1bf150937e30673}{hit} (self, direc)\n\\begin{DoxyCompactList}\\small\\item\\em Hit dectetion for \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_aa1cb2b099f1405c72c5aead1f72ca273}\\label{classactor_1_1enemy_1_1_enemy_aa1cb2b099f1405c72c5aead1f72ca273}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_aa1cb2b099f1405c72c5aead1f72ca273}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} Pygame surface. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_aea251391a575a128f97cfd1806311f1e}\\label{classactor_1_1enemy_1_1_enemy_aea251391a575a128f97cfd1806311f1e}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_aea251391a575a128f97cfd1806311f1e}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em Rectanlge that represents enemy. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a0e6ba00fdf6dd7aba8b872f7b21040a7}{id}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} x postion. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_ac706787533eed329ba4d3f69018dfd4f}\\label{classactor_1_1enemy_1_1_enemy_ac706787533eed329ba4d3f69018dfd4f}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_ac706787533eed329ba4d3f69018dfd4f}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Wether the enemy is hit. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a682e04fb5525441486f5ecfdd1a2d879}\\label{classactor_1_1enemy_1_1_enemy_a682e04fb5525441486f5ecfdd1a2d879}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a682e04fb5525441486f5ecfdd1a2d879}{stuncount}\n\\begin{DoxyCompactList}\\small\\item\\em Remaining stun frames. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_ad57e864feaa058d6e05344a5131e3c3b}\\label{classactor_1_1enemy_1_1_enemy_ad57e864feaa058d6e05344a5131e3c3b}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_ad57e864feaa058d6e05344a5131e3c3b}{max\\+HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} max health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a628179612c6af830270a9fd49e147bce}\\label{classactor_1_1enemy_1_1_enemy_a628179612c6af830270a9fd49e147bce}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a628179612c6af830270a9fd49e147bce}{HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} current health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a23382d6dec9cbf34c1feec91de95db36}\\label{classactor_1_1enemy_1_1_enemy_a23382d6dec9cbf34c1feec91de95db36}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a23382d6dec9cbf34c1feec91de95db36}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} damage. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1enemy_1_1_enemy_aaa23681089031060de8abdf44956b7d1}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the buffer for the number of hits for the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} after being hit by player character. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1enemy_1_1_enemy_acc0b053f7922d48e2b76b2a0341c2c0c}{hitdir}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the direction \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} is hit in by player character attack. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_aeb8e66f955c0233222186a0b31ffebec}\\label{classactor_1_1enemy_1_1_enemy_aeb8e66f955c0233222186a0b31ffebec}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_aeb8e66f955c0233222186a0b31ffebec}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} speed in the x direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a9df94b7c1824222274977377fc61de0b}\\label{classactor_1_1enemy_1_1_enemy_a9df94b7c1824222274977377fc61de0b}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a9df94b7c1824222274977377fc61de0b}{y\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} speed in the y direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a2c89ef588742abcdeb22215bb381d69b}\\label{classactor_1_1enemy_1_1_enemy_a2c89ef588742abcdeb22215bb381d69b}} \n\\hyperlink{classactor_1_1enemy_1_1_enemy_a2c89ef588742abcdeb22215bb381d69b}{frame\\+Counter}\n\\begin{DoxyCompactList}\\small\\item\\em Total number of frames the enemy has been alive. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nSuperclass for representing an \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a6924d71617a5022d67fd46b36141dfd2}\\label{classactor_1_1enemy_1_1_enemy_a6924d71617a5022d67fd46b36141dfd2}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+enemy.\\+Enemy.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \n\nConstructor takes two parameters, the x and y coordinates \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a26b704148d13a372e1bf150937e30673}\\label{classactor_1_1enemy_1_1_enemy_a26b704148d13a372e1bf150937e30673}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!hit@{hit}}\n\\index{hit@{hit}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{hit()}{hit()}}\n{\\footnotesize\\ttfamily def actor.\\+enemy.\\+Enemy.\\+hit (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{direc }\\end{DoxyParamCaption})}\n\n\n\nHit dectetion for \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \n\nHandles health, iframes and knockback direction \n\\begin{DoxyParams}{Parameters}\n{\\em direc} & Direction of the knockback \\\\\n\\hline\n\\end{DoxyParams}\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_acae64f8e1e7e13ee7c440c74e3c214c8}\\label{classactor_1_1enemy_1_1_enemy_acae64f8e1e7e13ee7c440c74e3c214c8}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!move@{move}}\n\\index{move@{move}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{move()}{move()}}\n{\\footnotesize\\ttfamily def actor.\\+enemy.\\+Enemy.\\+move (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nMoves the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \n\nAdds the x speed and y speed to the x and y postion of the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} \\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a5a7ad5761870721d959d491b33eb4908}\\label{classactor_1_1enemy_1_1_enemy_a5a7ad5761870721d959d491b33eb4908}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!update@{update}}\n\\index{update@{update}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{update()}{update()}}\n{\\footnotesize\\ttfamily def actor.\\+enemy.\\+Enemy.\\+update (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nUpdate loop for a \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \n\nChecks state, does the logic, and then moves \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_aaa23681089031060de8abdf44956b7d1}\\label{classactor_1_1enemy_1_1_enemy_aaa23681089031060de8abdf44956b7d1}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!hit\\+Count@{hit\\+Count}}\n\\index{hit\\+Count@{hit\\+Count}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{hit\\+Count}{hitCount}}\n{\\footnotesize\\ttfamily actor.\\+enemy.\\+Enemy.\\+hit\\+Count}\n\n\n\nThis represents the buffer for the number of hits for the \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} after being hit by player character. \n\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_acc0b053f7922d48e2b76b2a0341c2c0c}\\label{classactor_1_1enemy_1_1_enemy_acc0b053f7922d48e2b76b2a0341c2c0c}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!hitdir@{hitdir}}\n\\index{hitdir@{hitdir}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{hitdir}{hitdir}}\n{\\footnotesize\\ttfamily actor.\\+enemy.\\+Enemy.\\+hitdir}\n\n\n\nRepresents the direction \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} is hit in by player character attack. \n\n\\mbox{\\Hypertarget{classactor_1_1enemy_1_1_enemy_a0e6ba00fdf6dd7aba8b872f7b21040a7}\\label{classactor_1_1enemy_1_1_enemy_a0e6ba00fdf6dd7aba8b872f7b21040a7}} \n\\index{actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}!id@{id}}\n\\index{id@{id}!actor\\+::enemy\\+::\\+Enemy@{actor\\+::enemy\\+::\\+Enemy}}\n\\subsubsection{\\texorpdfstring{id}{id}}\n{\\footnotesize\\ttfamily actor.\\+enemy.\\+Enemy.\\+id}\n\n\n\n\\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} x postion. \n\n\\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} y postion \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy} Id type \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{enemy_8py}{enemy.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1fireball_1_1_fireball.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 287.769784\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.737500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.fireball.Fireball) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.fireball.Fireball) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1fireball_1_1_fireball.tex",
    "content": "\\hypertarget{classactor_1_1fireball_1_1_fireball}{}\\section{actor.\\+fireball.\\+Fireball Class Reference}\n\\label{classactor_1_1fireball_1_1_fireball}\\index{actor.\\+fireball.\\+Fireball@{actor.\\+fireball.\\+Fireball}}\n\n\nThis class represents the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} object.  \n\n\nInheritance diagram for actor.\\+fireball.\\+Fireball\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1fireball_1_1_fireball}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_a8e8de406c4754cea725b3800053bbabc}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, \\hyperlink{classactor_1_1fireball_1_1_fireball_a6708bc69526dffd73c714657dbfa0625}{x\\+Speed}, \\hyperlink{classactor_1_1fireball_1_1_fireball_a87f95efd62b2ebc27b5f742d9ae50ca6}{y\\+Speed})\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_a5a93196e521c8cca75aac1dc7f9080a4}{start} (self, x, y, xs, ys)\n\\begin{DoxyCompactList}\\small\\item\\em Starts the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}\\textquotesingle{}s movement. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_ab4e6a41b951134c42579f056ab0b4d43}{end} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Ends the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}\\textquotesingle{}s movement. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_a21e2ae2502f54f7a247f9201c167bc5e}{hit} (self, dir)\n\\begin{DoxyCompactList}\\small\\item\\em Empty function for being hit by player. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_abf7cee468c753aa1ed23bd45cd7a7bdc}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Evaluates the state of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_a7eca2eb84a6f46f23df4a092edd044ac}{move} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Moves the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_ad19f7a375bf095055aadce16138d5713}{logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Updates the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} sprite. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1fireball_1_1_fireball_af65dbfd4e9993637a797cc9cf7475238}{update} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Updates the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} every frame \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a5dbeecf7c79f7dd02bd262048b79f908}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} surface. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a23e0fa743f75f08f14448d2ab61782e0}\\label{classactor_1_1fireball_1_1_fireball_a23e0fa743f75f08f14448d2ab61782e0}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a23e0fa743f75f08f14448d2ab61782e0}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em Rectangle that represents the fireball. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1fireball_1_1_fireball_aeb50a9203c4b4a9d66934feadb95d8c0}{id}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} x postion. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a5bb7cb975378011380c177af107bd50f}\\label{classactor_1_1fireball_1_1_fireball_a5bb7cb975378011380c177af107bd50f}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a5bb7cb975378011380c177af107bd50f}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Wether the fireball is hit. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a6210caf7f7eb813b6a2f1b868670af94}\\label{classactor_1_1fireball_1_1_fireball_a6210caf7f7eb813b6a2f1b868670af94}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a6210caf7f7eb813b6a2f1b868670af94}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a28bb6b364aba11762bbb763ebb5c4e72}\\label{classactor_1_1fireball_1_1_fireball_a28bb6b364aba11762bbb763ebb5c4e72}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a28bb6b364aba11762bbb763ebb5c4e72}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} hit frames. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a6708bc69526dffd73c714657dbfa0625}\\label{classactor_1_1fireball_1_1_fireball_a6708bc69526dffd73c714657dbfa0625}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a6708bc69526dffd73c714657dbfa0625}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} speed in the x direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a87f95efd62b2ebc27b5f742d9ae50ca6}\\label{classactor_1_1fireball_1_1_fireball_a87f95efd62b2ebc27b5f742d9ae50ca6}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a87f95efd62b2ebc27b5f742d9ae50ca6}{y\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} speed in the y direction. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a6569e0533d043a88a4e0d3393ac36c40}\\label{classactor_1_1fireball_1_1_fireball_a6569e0533d043a88a4e0d3393ac36c40}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a6569e0533d043a88a4e0d3393ac36c40}{frame\\+Counter}\n\\begin{DoxyCompactList}\\small\\item\\em Total number of frames fireball is alive. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_aa034598272954824e2e9c2aac4c1a34d}\\label{classactor_1_1fireball_1_1_fireball_aa034598272954824e2e9c2aac4c1a34d}} \n{\\bfseries sprites}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a2e9d4868a5b6a944121481b9f82bd37d}\\label{classactor_1_1fireball_1_1_fireball_a2e9d4868a5b6a944121481b9f82bd37d}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a2e9d4868a5b6a944121481b9f82bd37d}{obj}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} collision list. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a73fd4922f27fe97472bd1e66ec809077}\\label{classactor_1_1fireball_1_1_fireball_a73fd4922f27fe97472bd1e66ec809077}} \n\\hyperlink{classactor_1_1fireball_1_1_fireball_a73fd4922f27fe97472bd1e66ec809077}{sprite\\+Index}\n\\begin{DoxyCompactList}\\small\\item\\em Sprite list index. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} object. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a8e8de406c4754cea725b3800053bbabc}\\label{classactor_1_1fireball_1_1_fireball_a8e8de406c4754cea725b3800053bbabc}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{x\\+Speed,  }\\item[{}]{y\\+Speed }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \n\nConstructor takes four parameters, the x and y coordinates and the x and y speeds \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n{\\em x\\+Speed} & The speed in the x direction of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n{\\em y\\+Speed} & The speed in the y direction of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_abf7cee468c753aa1ed23bd45cd7a7bdc}\\label{classactor_1_1fireball_1_1_fireball_abf7cee468c753aa1ed23bd45cd7a7bdc}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!check\\+State@{check\\+State}}\n\\index{check\\+State@{check\\+State}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{check\\+State()}{checkState()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+check\\+State (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nEvaluates the state of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \n\nChecks for collision with walls, doors, and players \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_ab4e6a41b951134c42579f056ab0b4d43}\\label{classactor_1_1fireball_1_1_fireball_ab4e6a41b951134c42579f056ab0b4d43}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!end@{end}}\n\\index{end@{end}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{end()}{end()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+end (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nEnds the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}\\textquotesingle{}s movement. \n\nSets the x and y speed to 0 and places the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} of screen \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a21e2ae2502f54f7a247f9201c167bc5e}\\label{classactor_1_1fireball_1_1_fireball_a21e2ae2502f54f7a247f9201c167bc5e}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!hit@{hit}}\n\\index{hit@{hit}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{hit()}{hit()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+hit (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{dir }\\end{DoxyParamCaption})}\n\n\n\nEmpty function for being hit by player. \n\nNeeds to exist for when player sword collides with \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_ad19f7a375bf095055aadce16138d5713}\\label{classactor_1_1fireball_1_1_fireball_ad19f7a375bf095055aadce16138d5713}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!logic@{logic}}\n\\index{logic@{logic}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{logic()}{logic()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+logic (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nUpdates the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} sprite. \n\nSwaps between the 2 sprites every 15 frames \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a7eca2eb84a6f46f23df4a092edd044ac}\\label{classactor_1_1fireball_1_1_fireball_a7eca2eb84a6f46f23df4a092edd044ac}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!move@{move}}\n\\index{move@{move}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{move()}{move()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+move (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nMoves the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \n\nAdds the x speed and y speed to the x and y postion of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a5a93196e521c8cca75aac1dc7f9080a4}\\label{classactor_1_1fireball_1_1_fireball_a5a93196e521c8cca75aac1dc7f9080a4}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!start@{start}}\n\\index{start@{start}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{start()}{start()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+start (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{xs,  }\\item[{}]{ys }\\end{DoxyParamCaption})}\n\n\n\nStarts the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}\\textquotesingle{}s movement. \n\nSets the x and y postions and x and y speeds for \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of where the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} is placed \\\\\n\\hline\n{\\em y} & Y coordinate of where the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} is placed \\\\\n\\hline\n{\\em xs} & The speed in the x direction of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n{\\em ys} & The speed in the y direction of the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \\\\\n\\hline\n\\end{DoxyParams}\n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_af65dbfd4e9993637a797cc9cf7475238}\\label{classactor_1_1fireball_1_1_fireball_af65dbfd4e9993637a797cc9cf7475238}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!update@{update}}\n\\index{update@{update}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{update()}{update()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+Fireball.\\+update (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nUpdates the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} every frame \n\nChecks the state, applies the logic, and then moves the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_aeb50a9203c4b4a9d66934feadb95d8c0}\\label{classactor_1_1fireball_1_1_fireball_aeb50a9203c4b4a9d66934feadb95d8c0}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!id@{id}}\n\\index{id@{id}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{id}{id}}\n{\\footnotesize\\ttfamily actor.\\+fireball.\\+Fireball.\\+id}\n\n\n\n\\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} x postion. \n\n\\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} y positon \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} ID type \\mbox{\\Hypertarget{classactor_1_1fireball_1_1_fireball_a5dbeecf7c79f7dd02bd262048b79f908}\\label{classactor_1_1fireball_1_1_fireball_a5dbeecf7c79f7dd02bd262048b79f908}} \n\\index{actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}!image@{image}}\n\\index{image@{image}!actor\\+::fireball\\+::\\+Fireball@{actor\\+::fireball\\+::\\+Fireball}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+fireball.\\+Fireball.\\+image}\n\n\n\n\\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} surface. \n\n\\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} current sprite. \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{fireball_8py}{fireball.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1healthbar_1_1_health___bar.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 231.213873\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 2.162500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.healthbar.Health_Bar) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.healthbar.Health_Bar) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1healthbar_1_1_health___bar.tex",
    "content": "\\hypertarget{classactor_1_1healthbar_1_1_health___bar}{}\\section{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar Class Reference}\n\\label{classactor_1_1healthbar_1_1_health___bar}\\index{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar@{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar}}\n\n\nThis class represents the Health\\+Bar for the user controlled player character.  \n\n\nInheritance diagram for actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1healthbar_1_1_health___bar}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1healthbar_1_1_health___bar_a1f35a409c7e1fc7d36600891b7a4a796}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor Health\\+Bar class. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1healthbar_1_1_health___bar_a13d9c179f223a080426841ed336407b5}{health} (self, i)\n\\begin{DoxyCompactList}\\small\\item\\em Method to update the current sprite image for the healthbar. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classactor_1_1healthbar_1_1_health___bar_a46e7454053636308c9a17dd63e73a8ee}{image}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the sprite image for the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1healthbar_1_1_health___bar_a75ae2266b6d6757be66530b63f413fbd}{h\\+\\_\\+sprite\\+\\_\\+sheet}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the spritesheet for the image for the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object, containing all sprites associated with the health bar. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1healthbar_1_1_health___bar_add2392af674af1341a9bef3d18640e83}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em This represents rectangle for position for the sprite image of the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the Health\\+Bar for the user controlled player character. \n\nThe Health\\+Bar class uses the base class for visible game objects from Pygame library. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1healthbar_1_1_health___bar_a1f35a409c7e1fc7d36600891b7a4a796}\\label{classactor_1_1healthbar_1_1_health___bar_a1f35a409c7e1fc7d36600891b7a4a796}} \n\\index{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor Health\\+Bar class. \n\nConstructor for class initializes the x and y location of the Health\\+Bar object. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & this represents the x-\\/coordinate at which the Health\\+Bar object will be drawn. \\\\\n\\hline\n{\\em y} & this represents the y-\\/coordinate at which the Health\\+Bar object will be drawn. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1healthbar_1_1_health___bar_a13d9c179f223a080426841ed336407b5}\\label{classactor_1_1healthbar_1_1_health___bar_a13d9c179f223a080426841ed336407b5}} \n\\index{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}!health@{health}}\n\\index{health@{health}!actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{health()}{health()}}\n{\\footnotesize\\ttfamily def actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar.\\+health (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{i }\\end{DoxyParamCaption})}\n\n\n\nMethod to update the current sprite image for the healthbar. \n\nThis method will allow the Health\\+Bar to update as soon as the player character is damaged/receives health. \n\\begin{DoxyParams}{Parameters}\n{\\em i} & value represening the number of heart sprites to render to screen. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1healthbar_1_1_health___bar_a75ae2266b6d6757be66530b63f413fbd}\\label{classactor_1_1healthbar_1_1_health___bar_a75ae2266b6d6757be66530b63f413fbd}} \n\\index{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}!h\\+\\_\\+sprite\\+\\_\\+sheet@{h\\+\\_\\+sprite\\+\\_\\+sheet}}\n\\index{h\\+\\_\\+sprite\\+\\_\\+sheet@{h\\+\\_\\+sprite\\+\\_\\+sheet}!actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{h\\+\\_\\+sprite\\+\\_\\+sheet}{h\\_sprite\\_sheet}}\n{\\footnotesize\\ttfamily actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar.\\+h\\+\\_\\+sprite\\+\\_\\+sheet}\n\n\n\nThis represents the spritesheet for the image for the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object, containing all sprites associated with the health bar. \n\n\\mbox{\\Hypertarget{classactor_1_1healthbar_1_1_health___bar_a46e7454053636308c9a17dd63e73a8ee}\\label{classactor_1_1healthbar_1_1_health___bar_a46e7454053636308c9a17dd63e73a8ee}} \n\\index{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}!image@{image}}\n\\index{image@{image}!actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar.\\+image}\n\n\n\nThis represents the sprite image for the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object. \n\n\\mbox{\\Hypertarget{classactor_1_1healthbar_1_1_health___bar_add2392af674af1341a9bef3d18640e83}\\label{classactor_1_1healthbar_1_1_health___bar_add2392af674af1341a9bef3d18640e83}} \n\\index{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}!rect@{rect}}\n\\index{rect@{rect}!actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar@{actor\\+::healthbar\\+::\\+Health\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{rect}{rect}}\n{\\footnotesize\\ttfamily actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar.\\+rect}\n\n\n\nThis represents rectangle for position for the sprite image of the \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{Health\\+\\_\\+\\+Bar} object. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{healthbar_8py}{healthbar.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1item_1_1_item.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 396.039604\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.262500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.item.Item) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.item.Item) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1item_1_1_item.tex",
    "content": "\\hypertarget{classactor_1_1item_1_1_item}{}\\section{actor.\\+item.\\+Item Class Reference}\n\\label{classactor_1_1item_1_1_item}\\index{actor.\\+item.\\+Item@{actor.\\+item.\\+Item}}\n\n\nConsumable \\hyperlink{classactor_1_1item_1_1_item}{Item} Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn.  \n\n\nInheritance diagram for actor.\\+item.\\+Item\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1item_1_1_item}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1item_1_1_item_a13d4ef784805457c46d4c6872aa0903d}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, typ)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1item_1_1_item}{Item} constructor  A sprite subclass constructor which takes a pair of x-\\/y coordinates, commonly those of the killed enemy, and an item type, in the form of a randomly generated integer from 0 to the \\# of possible items. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1item_1_1_item_a3ad3940f06483ccce49fe2673896555f}{collision} (self, p)\n\\begin{DoxyCompactList}\\small\\item\\em Collision handler for the player and the consumable item, depending on the item\\textquotesingle{}s type. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_a2f2f0de31fa9a294bdf2c6070c43cf8a}\\label{classactor_1_1item_1_1_item_a2f2f0de31fa9a294bdf2c6070c43cf8a}} \n\\hyperlink{classactor_1_1item_1_1_item_a2f2f0de31fa9a294bdf2c6070c43cf8a}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1item_1_1_item}{Item} sprite image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_a0341980445d257f74dfc20208a93afd8}\\label{classactor_1_1item_1_1_item_a0341980445d257f74dfc20208a93afd8}} \n\\hyperlink{classactor_1_1item_1_1_item_a0341980445d257f74dfc20208a93afd8}{itemsprite}\n\\begin{DoxyCompactList}\\small\\item\\em List of possible item sprite images. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_aebbc33971d663fba6f5bd54e03a63813}\\label{classactor_1_1item_1_1_item_aebbc33971d663fba6f5bd54e03a63813}} \n\\hyperlink{classactor_1_1item_1_1_item_aebbc33971d663fba6f5bd54e03a63813}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1item_1_1_item}{Item} x and y position. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_aee8f12aa657322ef895d9151dcc54e71}\\label{classactor_1_1item_1_1_item_aee8f12aa657322ef895d9151dcc54e71}} \n\\hyperlink{classactor_1_1item_1_1_item_aee8f12aa657322ef895d9151dcc54e71}{id}\n\\begin{DoxyCompactList}\\small\\item\\em Collision ID (how other items tell what this item is) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_ae65791520a3bdb6905e6e14a8b0abb3c}\\label{classactor_1_1item_1_1_item_ae65791520a3bdb6905e6e14a8b0abb3c}} \n\\hyperlink{classactor_1_1item_1_1_item_ae65791520a3bdb6905e6e14a8b0abb3c}{type}\n\\begin{DoxyCompactList}\\small\\item\\em Integer value to determine what kind of item this is (rupee, heart, etc) \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nConsumable \\hyperlink{classactor_1_1item_1_1_item}{Item} Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_a13d4ef784805457c46d4c6872aa0903d}\\label{classactor_1_1item_1_1_item_a13d4ef784805457c46d4c6872aa0903d}} \n\\index{actor\\+::item\\+::\\+Item@{actor\\+::item\\+::\\+Item}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::item\\+::\\+Item@{actor\\+::item\\+::\\+Item}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+item.\\+Item.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{typ }\\end{DoxyParamCaption})}\n\n\n\n\\hyperlink{classactor_1_1item_1_1_item}{Item} constructor  A sprite subclass constructor which takes a pair of x-\\/y coordinates, commonly those of the killed enemy, and an item type, in the form of a randomly generated integer from 0 to the \\# of possible items. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the spawned item \\\\\n\\hline\n{\\em y} & Y coordinate of the spawned item \\\\\n\\hline\n{\\em typ} & Integer value to specify the type of consumable item \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1item_1_1_item_a3ad3940f06483ccce49fe2673896555f}\\label{classactor_1_1item_1_1_item_a3ad3940f06483ccce49fe2673896555f}} \n\\index{actor\\+::item\\+::\\+Item@{actor\\+::item\\+::\\+Item}!collision@{collision}}\n\\index{collision@{collision}!actor\\+::item\\+::\\+Item@{actor\\+::item\\+::\\+Item}}\n\\subsubsection{\\texorpdfstring{collision()}{collision()}}\n{\\footnotesize\\ttfamily def actor.\\+item.\\+Item.\\+collision (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{p }\\end{DoxyParamCaption})}\n\n\n\nCollision handler for the player and the consumable item, depending on the item\\textquotesingle{}s type. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em p} & Player object \\\\\n\\hline\n\\end{DoxyParams}\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{item_8py}{item.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1keese_1_1_keese.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 454.545455\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.100000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 3 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.keese.Keese) cw\n(actor.enemy.Enemy) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.keese.Keese) 0.000000 0.000000 box\n (actor.enemy.Enemy) 0.000000 1.000000 box\n (Sprite) 0.000000 2.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\nsolid\n0 0.000000 1.000000 out\nsolid\n1 0.000000 2.000000 in\n"
  },
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    "path": "Doc/Design/MIS/latex/classactor_1_1keese_1_1_keese.tex",
    "content": "\\hypertarget{classactor_1_1keese_1_1_keese}{}\\section{actor.\\+keese.\\+Keese Class Reference}\n\\label{classactor_1_1keese_1_1_keese}\\index{actor.\\+keese.\\+Keese@{actor.\\+keese.\\+Keese}}\n\n\nThis class represents the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} enemy.  \n\n\nInheritance diagram for actor.\\+keese.\\+Keese\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=3.000000cm]{classactor_1_1keese_1_1_keese}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a5a6d46ac05ff7500ab07e0494ddbe3ce}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_ad69c85211ff8008fd3c223296dc16af7}{gen\\+Rest\\+Length} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Sets the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} rest length. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a7abbd03624a6695b83d3086e48957d86}{gen\\+Travel\\+Point} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Creates a new travel point for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_aee33f864229b0a7aa9a8b1d258ed696b}{switch\\+Sprite} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Iterates through the sprite list. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a61477e66e28a62bb0a72a302b13c3ca0}{stop} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Stops the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a6fe0305b143de210b4b161a1091f7891}{set\\+Move\\+Speed} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Sets the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} x and y movement speed. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a2c191c26fc310458619fdf49166e8434}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Evaluates the state of the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1keese_1_1_keese_a838343717716ba48c0519e73d702cac9}{enemy\\+Logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Controls \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} logic. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a65676a0ae6de92c1731dfa30ce354372}\\label{classactor_1_1keese_1_1_keese_a65676a0ae6de92c1731dfa30ce354372}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a65676a0ae6de92c1731dfa30ce354372}{is\\+Moving}\n\\begin{DoxyCompactList}\\small\\item\\em Whether the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} is moving. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_afd916a8c02ccf5ac8a28f87f67b67d9d}\\label{classactor_1_1keese_1_1_keese_afd916a8c02ccf5ac8a28f87f67b67d9d}} \n\\hyperlink{classactor_1_1keese_1_1_keese_afd916a8c02ccf5ac8a28f87f67b67d9d}{can\\+Stop}\n\\begin{DoxyCompactList}\\small\\item\\em Whether the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} can stop. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a38eccba4aae77109933d668223e5948c}\\label{classactor_1_1keese_1_1_keese_a38eccba4aae77109933d668223e5948c}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a38eccba4aae77109933d668223e5948c}{is\\+Resting}\n\\begin{DoxyCompactList}\\small\\item\\em Whether the Keees is resting. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_ab98be6a25c06f1e149ff22c90a6937c9}\\label{classactor_1_1keese_1_1_keese_ab98be6a25c06f1e149ff22c90a6937c9}} \n\\hyperlink{classactor_1_1keese_1_1_keese_ab98be6a25c06f1e149ff22c90a6937c9}{travel\\+Point}\n\\begin{DoxyCompactList}\\small\\item\\em Point the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} is traveling to. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a547b4c212a286e288e38256351776a97}\\label{classactor_1_1keese_1_1_keese_a547b4c212a286e288e38256351776a97}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a547b4c212a286e288e38256351776a97}{rest\\+Time}\n\\begin{DoxyCompactList}\\small\\item\\em The amount of frames the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} will rest for. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_ab4569cac512e0ee58ace7bdc0e71ea8a}\\label{classactor_1_1keese_1_1_keese_ab4569cac512e0ee58ace7bdc0e71ea8a}} \n\\hyperlink{classactor_1_1keese_1_1_keese_ab4569cac512e0ee58ace7bdc0e71ea8a}{rest\\+Start\\+Frame}\n\\begin{DoxyCompactList}\\small\\item\\em The frame the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} starts resting. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a9ecd9b101873fd64a9406ebd550dc761}\\label{classactor_1_1keese_1_1_keese_a9ecd9b101873fd64a9406ebd550dc761}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a9ecd9b101873fd64a9406ebd550dc761}{fly\\+Start\\+Frame}\n\\begin{DoxyCompactList}\\small\\item\\em The frame the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} starts flying on. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a9931a961d40612b60a09eec8607198a4}\\label{classactor_1_1keese_1_1_keese_a9931a961d40612b60a09eec8607198a4}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a9931a961d40612b60a09eec8607198a4}{sprite\\+Index}\n\\begin{DoxyCompactList}\\small\\item\\em The sprite list index. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a30dd6801255414be0d18fdba0f321bca}\\label{classactor_1_1keese_1_1_keese_a30dd6801255414be0d18fdba0f321bca}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a30dd6801255414be0d18fdba0f321bca}{max\\+HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} max health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a41e62f021c65cd05dc748e265265be71}\\label{classactor_1_1keese_1_1_keese_a41e62f021c65cd05dc748e265265be71}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a41e62f021c65cd05dc748e265265be71}{HP}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} current health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a2698d3b6a02884479d1613d236618728}\\label{classactor_1_1keese_1_1_keese_a2698d3b6a02884479d1613d236618728}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a2698d3b6a02884479d1613d236618728}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} damage. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1keese_1_1_keese_ae61225fd17e93f8441dae1eef5e41538}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} current sprite. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a0217078fcd7416adddc4d3671c3a653e}\\label{classactor_1_1keese_1_1_keese_a0217078fcd7416adddc4d3671c3a653e}} \n\\hyperlink{classactor_1_1keese_1_1_keese_a0217078fcd7416adddc4d3671c3a653e}{sprites}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} sprite list. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1keese_1_1_keese_a4d93a0d3f92f4e23517b90e538d40467}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em The current x-\\/directional speed for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1keese_1_1_keese_a6a288010700b821bc27840aa94faf35f}{y\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em The current y-\\/directional speed for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1keese_1_1_keese_a4cb2d09574c5b9590ea9f9d30c942a16}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em Integer value representing the buffer for the number of hits for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} after being hit by player character. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1keese_1_1_keese_a88d77dbe81f2a8ab5e25bfb8bb1b2ae7}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the current state if \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} has collided with player character attack. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} enemy. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a5a6d46ac05ff7500ab07e0494ddbe3ce}\\label{classactor_1_1keese_1_1_keese_a5a6d46ac05ff7500ab07e0494ddbe3ce}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \n\nConstructor takes two parameters, the x and y coordinates \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a2c191c26fc310458619fdf49166e8434}\\label{classactor_1_1keese_1_1_keese_a2c191c26fc310458619fdf49166e8434}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!check\\+State@{check\\+State}}\n\\index{check\\+State@{check\\+State}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{check\\+State()}{checkState()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+check\\+State (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nEvaluates the state of the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \n\nEvalautes if the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} if moving, if it can stop, if it is in iframes, and if it has died \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a838343717716ba48c0519e73d702cac9}\\label{classactor_1_1keese_1_1_keese_a838343717716ba48c0519e73d702cac9}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!enemy\\+Logic@{enemy\\+Logic}}\n\\index{enemy\\+Logic@{enemy\\+Logic}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{enemy\\+Logic()}{enemyLogic()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+enemy\\+Logic (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nControls \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} logic. \n\nUses the states to control the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_ad69c85211ff8008fd3c223296dc16af7}\\label{classactor_1_1keese_1_1_keese_ad69c85211ff8008fd3c223296dc16af7}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!gen\\+Rest\\+Length@{gen\\+Rest\\+Length}}\n\\index{gen\\+Rest\\+Length@{gen\\+Rest\\+Length}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{gen\\+Rest\\+Length()}{genRestLength()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+gen\\+Rest\\+Length (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nSets the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} rest length. \n\nGenerates a random number between \\mbox{[}1,2\\mbox{]} inclusive as the rest time between movements and sets the rest start frame to the current frame \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a7abbd03624a6695b83d3086e48957d86}\\label{classactor_1_1keese_1_1_keese_a7abbd03624a6695b83d3086e48957d86}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!gen\\+Travel\\+Point@{gen\\+Travel\\+Point}}\n\\index{gen\\+Travel\\+Point@{gen\\+Travel\\+Point}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{gen\\+Travel\\+Point()}{genTravelPoint()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+gen\\+Travel\\+Point (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nCreates a new travel point for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \n\nGenerate a random point to move to between 0 an the width -\\/ 30 of the screen for the x coordinate and between 0 and the height -\\/ 30 of the screen for the y coordinate \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a6fe0305b143de210b4b161a1091f7891}\\label{classactor_1_1keese_1_1_keese_a6fe0305b143de210b4b161a1091f7891}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!set\\+Move\\+Speed@{set\\+Move\\+Speed}}\n\\index{set\\+Move\\+Speed@{set\\+Move\\+Speed}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{set\\+Move\\+Speed()}{setMoveSpeed()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+set\\+Move\\+Speed (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nSets the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} x and y movement speed. \n\nCompares the two lengths of travel (x and y) and sets the speed in which ever direction is longer to the max speed and the other to a scalar multiple of the max speed based on the ratio of the two lengths \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a61477e66e28a62bb0a72a302b13c3ca0}\\label{classactor_1_1keese_1_1_keese_a61477e66e28a62bb0a72a302b13c3ca0}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!stop@{stop}}\n\\index{stop@{stop}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{stop()}{stop()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+stop (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nStops the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \n\nSets the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} speed in the x direction and the y direction to zero \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_aee33f864229b0a7aa9a8b1d258ed696b}\\label{classactor_1_1keese_1_1_keese_aee33f864229b0a7aa9a8b1d258ed696b}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!switch\\+Sprite@{switch\\+Sprite}}\n\\index{switch\\+Sprite@{switch\\+Sprite}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{switch\\+Sprite()}{switchSprite()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+Keese.\\+switch\\+Sprite (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nIterates through the sprite list. \n\nSwaps between the two sprites that are avalible for the keese \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a4cb2d09574c5b9590ea9f9d30c942a16}\\label{classactor_1_1keese_1_1_keese_a4cb2d09574c5b9590ea9f9d30c942a16}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!hit\\+Count@{hit\\+Count}}\n\\index{hit\\+Count@{hit\\+Count}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{hit\\+Count}{hitCount}}\n{\\footnotesize\\ttfamily actor.\\+keese.\\+Keese.\\+hit\\+Count}\n\n\n\nInteger value representing the buffer for the number of hits for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} after being hit by player character. \n\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_ae61225fd17e93f8441dae1eef5e41538}\\label{classactor_1_1keese_1_1_keese_ae61225fd17e93f8441dae1eef5e41538}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!image@{image}}\n\\index{image@{image}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+keese.\\+Keese.\\+image}\n\n\n\n\\hyperlink{classactor_1_1keese_1_1_keese}{Keese} current sprite. \n\nSet \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} starting sprite. \\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a88d77dbe81f2a8ab5e25bfb8bb1b2ae7}\\label{classactor_1_1keese_1_1_keese_a88d77dbe81f2a8ab5e25bfb8bb1b2ae7}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!is\\+Hit@{is\\+Hit}}\n\\index{is\\+Hit@{is\\+Hit}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{is\\+Hit}{isHit}}\n{\\footnotesize\\ttfamily actor.\\+keese.\\+Keese.\\+is\\+Hit}\n\n\n\nRepresents the current state if \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} has collided with player character attack. \n\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a4d93a0d3f92f4e23517b90e538d40467}\\label{classactor_1_1keese_1_1_keese_a4d93a0d3f92f4e23517b90e538d40467}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!x\\+Speed@{x\\+Speed}}\n\\index{x\\+Speed@{x\\+Speed}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{x\\+Speed}{xSpeed}}\n{\\footnotesize\\ttfamily actor.\\+keese.\\+Keese.\\+x\\+Speed}\n\n\n\nThe current x-\\/directional speed for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1keese_1_1_keese_a6a288010700b821bc27840aa94faf35f}\\label{classactor_1_1keese_1_1_keese_a6a288010700b821bc27840aa94faf35f}} \n\\index{actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}!y\\+Speed@{y\\+Speed}}\n\\index{y\\+Speed@{y\\+Speed}!actor\\+::keese\\+::\\+Keese@{actor\\+::keese\\+::\\+Keese}}\n\\subsubsection{\\texorpdfstring{y\\+Speed}{ySpeed}}\n{\\footnotesize\\ttfamily actor.\\+keese.\\+Keese.\\+y\\+Speed}\n\n\n\nThe current y-\\/directional speed for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} in movement/stationary state. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{keese_8py}{keese.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1player_1_1_player.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 307.692308\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.625000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.player.Player) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.player.Player) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1player_1_1_player.tex",
    "content": "\\hypertarget{classactor_1_1player_1_1_player}{}\\section{actor.\\+player.\\+Player Class Reference}\n\\label{classactor_1_1player_1_1_player}\\index{actor.\\+player.\\+Player@{actor.\\+player.\\+Player}}\n\n\n\\hyperlink{classactor_1_1player_1_1_player}{Player} Class  A pygame sprite subclass for defining the creation of the game\\textquotesingle{}s playable character, as well as its interactions with both the user and other entities within the game.  \n\n\nInheritance diagram for actor.\\+player.\\+Player\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1player_1_1_player}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1player_1_1_player_ab706da8ac6c2ddecb694069c9c55485b}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, hud)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player} constructor  The constructor for the player object, used within the initialization of the game. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a43e8f90a1db2286bfb59f80853dcb336}\\label{classactor_1_1player_1_1_player_a43e8f90a1db2286bfb59f80853dcb336}} \ndef \\hyperlink{classactor_1_1player_1_1_player_a43e8f90a1db2286bfb59f80853dcb336}{movechar} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to move the player in a specified direction. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1player_1_1_player_a8ac11a22aa47b7febd29d1c740f00452}{move} (self, d, b)\n\\begin{DoxyCompactList}\\small\\item\\em Function to store which movement buttons are being pressed and let go of by the user. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a2b481f9bd7f42a0dc98beec777ec5401}\\label{classactor_1_1player_1_1_player_a2b481f9bd7f42a0dc98beec777ec5401}} \ndef \\hyperlink{classactor_1_1player_1_1_player_a2b481f9bd7f42a0dc98beec777ec5401}{attack} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to react to the user pressing the attack button, putting the player into an attack animation and spawning a sword for the duration. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_aacc64de5a021da2b0cfd9535309617e3}\\label{classactor_1_1player_1_1_player_aacc64de5a021da2b0cfd9535309617e3}} \ndef \\hyperlink{classactor_1_1player_1_1_player_aacc64de5a021da2b0cfd9535309617e3}{useitem} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to react to the user pressing the use item button, putting the player into an attack animation and spawning a boomerang for the duration. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1player_1_1_player_a709570fc745642d3ad2764e4d973491b}{moveupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em U\\+P\\+D\\+A\\+TE L\\+O\\+OP F\\+U\\+N\\+C\\+T\\+I\\+O\\+NS. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1player_1_1_player_ab05b71626b99e6cb0babce2d9f7bbb49}{attackupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Update function for attack and boomerang conditions, as well as handing user collision with enemies (damage taken)  Checks sword collision on enemies, and checks the timeout on both the sword and boomerang attack animations, telling the player when they can move again. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a427c65b6cb4d5b960493ead3cfc3fda1}\\label{classactor_1_1player_1_1_player_a427c65b6cb4d5b960493ead3cfc3fda1}} \ndef \\hyperlink{classactor_1_1player_1_1_player_a427c65b6cb4d5b960493ead3cfc3fda1}{collisionupdate} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Update function to check collisions between the player and any specified collidable objects, and call their respective collision events. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a20c476e0a1df612e3560916b9beda6ef}\\label{classactor_1_1player_1_1_player_a20c476e0a1df612e3560916b9beda6ef}} \ndef \\hyperlink{classactor_1_1player_1_1_player_a20c476e0a1df612e3560916b9beda6ef}{update} (self)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player} master update function, running all update functions, repeated in main file loop. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a3f083bf2ff3a0c9fd8838d1292eb6c24}\\label{classactor_1_1player_1_1_player_a3f083bf2ff3a0c9fd8838d1292eb6c24}} \n\\hyperlink{classactor_1_1player_1_1_player_a3f083bf2ff3a0c9fd8838d1292eb6c24}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player} sprite image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ae166fad5513e8a1afbf28b7090f84385}\\label{classactor_1_1player_1_1_player_ae166fad5513e8a1afbf28b7090f84385}} \n\\hyperlink{classactor_1_1player_1_1_player_ae166fad5513e8a1afbf28b7090f84385}{id}\n\\begin{DoxyCompactList}\\small\\item\\em Collision ID (To tell other objects what this object is) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a80b827225d4cd1ece986735ed50ccaab}\\label{classactor_1_1player_1_1_player_a80b827225d4cd1ece986735ed50ccaab}} \n\\hyperlink{classactor_1_1player_1_1_player_a80b827225d4cd1ece986735ed50ccaab}{leveltrans}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean value to tell the game when the player has left the room, and a room transition is needed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a17fb13fa8c9bb02af137a6f5e83d2620}\\label{classactor_1_1player_1_1_player_a17fb13fa8c9bb02af137a6f5e83d2620}} \n\\hyperlink{classactor_1_1player_1_1_player_a17fb13fa8c9bb02af137a6f5e83d2620}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player} x and y position. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a6a324fb53de6ee4b4bab31ea3fc0ffcf}\\label{classactor_1_1player_1_1_player_a6a324fb53de6ee4b4bab31ea3fc0ffcf}} \n\\hyperlink{classactor_1_1player_1_1_player_a6a324fb53de6ee4b4bab31ea3fc0ffcf}{walk\\+Left}\n\\begin{DoxyCompactList}\\small\\item\\em Animation sprites for player walking left. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ae4f80d82c8fa045ba5f244d3418b1a1a}\\label{classactor_1_1player_1_1_player_ae4f80d82c8fa045ba5f244d3418b1a1a}} \n\\hyperlink{classactor_1_1player_1_1_player_ae4f80d82c8fa045ba5f244d3418b1a1a}{walk\\+Right}\n\\begin{DoxyCompactList}\\small\\item\\em Animation sprites for player walking right. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ae184fcb45669b5da9ce115fcf4446099}\\label{classactor_1_1player_1_1_player_ae184fcb45669b5da9ce115fcf4446099}} \n\\hyperlink{classactor_1_1player_1_1_player_ae184fcb45669b5da9ce115fcf4446099}{walk\\+Up}\n\\begin{DoxyCompactList}\\small\\item\\em Animation sprites for player walking up. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a4671e233ca20a575cd6cf6019a56bb12}\\label{classactor_1_1player_1_1_player_a4671e233ca20a575cd6cf6019a56bb12}} \n\\hyperlink{classactor_1_1player_1_1_player_a4671e233ca20a575cd6cf6019a56bb12}{walk\\+Down}\n\\begin{DoxyCompactList}\\small\\item\\em Animation sprites for player walking down. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a544178e6ebb1b49a348753c870df24f1}\\label{classactor_1_1player_1_1_player_a544178e6ebb1b49a348753c870df24f1}} \n\\hyperlink{classactor_1_1player_1_1_player_a544178e6ebb1b49a348753c870df24f1}{attacksprite}\n\\begin{DoxyCompactList}\\small\\item\\em Animation sprites for player attacking. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a4f3f92ac7e33ec63e49914610d1cd5ed}\\label{classactor_1_1player_1_1_player_a4f3f92ac7e33ec63e49914610d1cd5ed}} \n\\hyperlink{classactor_1_1player_1_1_player_a4f3f92ac7e33ec63e49914610d1cd5ed}{obj}\n\\begin{DoxyCompactList}\\small\\item\\em List of objects that the player can collide with. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a8678a9b7bbec1f8a257498fdd66597fb}\\label{classactor_1_1player_1_1_player_a8678a9b7bbec1f8a257498fdd66597fb}} \n\\hyperlink{classactor_1_1player_1_1_player_a8678a9b7bbec1f8a257498fdd66597fb}{hbar}\n\\begin{DoxyCompactList}\\small\\item\\em Health bar corresponding to the player\\textquotesingle{}s health. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a31f4d4cef26800b302bb683ab0008851}\\label{classactor_1_1player_1_1_player_a31f4d4cef26800b302bb683ab0008851}} \n\\hyperlink{classactor_1_1player_1_1_player_a31f4d4cef26800b302bb683ab0008851}{rbar}\n\\begin{DoxyCompactList}\\small\\item\\em Rupee bar corresponding to the player\\textquotesingle{}s rupy count. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_afa08d9f1172947ccc9eb5e5bae3a7a8e}\\label{classactor_1_1player_1_1_player_afa08d9f1172947ccc9eb5e5bae3a7a8e}} \n\\hyperlink{classactor_1_1player_1_1_player_afa08d9f1172947ccc9eb5e5bae3a7a8e}{kbar}\n\\begin{DoxyCompactList}\\small\\item\\em Key bar corresponding to the player\\textquotesingle{}s key count. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_af93fcffe1d5f4b16ad7ca71b54a779d7}\\label{classactor_1_1player_1_1_player_af93fcffe1d5f4b16ad7ca71b54a779d7}} \n\\hyperlink{classactor_1_1player_1_1_player_af93fcffe1d5f4b16ad7ca71b54a779d7}{totalhp}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s maximum HP amount. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ae153752032a484c8f84d11a3bd4ad922}\\label{classactor_1_1player_1_1_player_ae153752032a484c8f84d11a3bd4ad922}} \n\\hyperlink{classactor_1_1player_1_1_player_ae153752032a484c8f84d11a3bd4ad922}{hp}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s current HP amount (starts at max) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_aafe402d4ccb42214e7afa642a97a91ee}\\label{classactor_1_1player_1_1_player_aafe402d4ccb42214e7afa642a97a91ee}} \n\\hyperlink{classactor_1_1player_1_1_player_aafe402d4ccb42214e7afa642a97a91ee}{rupes}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s rupee counter. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a2be3c96f039bbc8e535f2bc2a9379b75}\\label{classactor_1_1player_1_1_player_a2be3c96f039bbc8e535f2bc2a9379b75}} \n\\hyperlink{classactor_1_1player_1_1_player_a2be3c96f039bbc8e535f2bc2a9379b75}{keys}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s key counter. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a2d44111bc500754466a7cc60f560a3b1}\\label{classactor_1_1player_1_1_player_a2d44111bc500754466a7cc60f560a3b1}} \n\\hyperlink{classactor_1_1player_1_1_player_a2d44111bc500754466a7cc60f560a3b1}{collision}\n\\begin{DoxyCompactList}\\small\\item\\em Whether the player is currently colliding with anything. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ae7fd956a4af73cb7079ebac7fd02c500}\\label{classactor_1_1player_1_1_player_ae7fd956a4af73cb7079ebac7fd02c500}} \n\\hyperlink{classactor_1_1player_1_1_player_ae7fd956a4af73cb7079ebac7fd02c500}{collidbuy}\n\\begin{DoxyCompactList}\\small\\item\\em Whether the player has collided with the shop object. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ad9f2b3abde9b91875f4840fed4f64da2}\\label{classactor_1_1player_1_1_player_ad9f2b3abde9b91875f4840fed4f64da2}} \n\\hyperlink{classactor_1_1player_1_1_player_ad9f2b3abde9b91875f4840fed4f64da2}{doorcount}\n\\begin{DoxyCompactList}\\small\\item\\em How long the player needs to walk into a locked door to use a key and unlock it (Prevents touching and unlocking doors by accident) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ab086494231fe0db5a191209fb496aa32}\\label{classactor_1_1player_1_1_player_ab086494231fe0db5a191209fb496aa32}} \n\\hyperlink{classactor_1_1player_1_1_player_ab086494231fe0db5a191209fb496aa32}{spawning}\n\\begin{DoxyCompactList}\\small\\item\\em Checks whether the player has just entered a room. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_acf96b0094e3294d7c0d0dcc23a2450e2}\\label{classactor_1_1player_1_1_player_acf96b0094e3294d7c0d0dcc23a2450e2}} \n\\hyperlink{classactor_1_1player_1_1_player_acf96b0094e3294d7c0d0dcc23a2450e2}{spawncount}\n\\begin{DoxyCompactList}\\small\\item\\em Number of frames before the user can take control of the player when they enter a room. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a62a06e2de507cf924ceb42c478e0acb9}\\label{classactor_1_1player_1_1_player_a62a06e2de507cf924ceb42c478e0acb9}} \n\\hyperlink{classactor_1_1player_1_1_player_a62a06e2de507cf924ceb42c478e0acb9}{moveable}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean allowing and stoping the player from moving. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a77d57d979bab2c2918501b536130cd4f}\\label{classactor_1_1player_1_1_player_a77d57d979bab2c2918501b536130cd4f}} \n\\hyperlink{classactor_1_1player_1_1_player_a77d57d979bab2c2918501b536130cd4f}{attackbool}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean to tell whether the player is attacking or not. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a9014fc320d75f42a42067131ef359521}\\label{classactor_1_1player_1_1_player_a9014fc320d75f42a42067131ef359521}} \n\\hyperlink{classactor_1_1player_1_1_player_a9014fc320d75f42a42067131ef359521}{attackcount}\n\\begin{DoxyCompactList}\\small\\item\\em Attack counter, to control how long the attack lasts. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1player_1_1_player_a479ddb8958705d9cbd7830e9ba59f8c5}{attacksword}\n\\begin{DoxyCompactList}\\small\\item\\em Holder for a sword object when attacking. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a6c97e5519cba645d52374ef46537b913}\\label{classactor_1_1player_1_1_player_a6c97e5519cba645d52374ef46537b913}} \n\\hyperlink{classactor_1_1player_1_1_player_a6c97e5519cba645d52374ef46537b913}{item}\n\\begin{DoxyCompactList}\\small\\item\\em Holder for a boomerang object when using item. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ad03534ba44251c9d8d6b72d2b1cc027e}\\label{classactor_1_1player_1_1_player_ad03534ba44251c9d8d6b72d2b1cc027e}} \n\\hyperlink{classactor_1_1player_1_1_player_ad03534ba44251c9d8d6b72d2b1cc027e}{itembool}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean to tell whether the player is using their boomerang or not. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a1dd72a6eb3f660ee7ae95848e534b5b4}\\label{classactor_1_1player_1_1_player_a1dd72a6eb3f660ee7ae95848e534b5b4}} \n\\hyperlink{classactor_1_1player_1_1_player_a1dd72a6eb3f660ee7ae95848e534b5b4}{oldx}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s x value one frame ago. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a732ab21f88b48cad06541e86e4f5166c}\\label{classactor_1_1player_1_1_player_a732ab21f88b48cad06541e86e4f5166c}} \n\\hyperlink{classactor_1_1player_1_1_player_a732ab21f88b48cad06541e86e4f5166c}{oldy}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player}\\textquotesingle{}s y value one frame ago. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_aae66aa3ba8ee37f20c3f24278c203f5b}\\label{classactor_1_1player_1_1_player_aae66aa3ba8ee37f20c3f24278c203f5b}} \n\\hyperlink{classactor_1_1player_1_1_player_aae66aa3ba8ee37f20c3f24278c203f5b}{dirbool}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean array to tell which directional buttons are pressed or not (starting left going clockwise, dirbool\\mbox{[}0\\mbox{]} is left, dirbool\\mbox{[}1\\mbox{]} is up, etc) \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1player_1_1_player_a569ec214c309ddbf82e414c310861832}{dir}\n\\begin{DoxyCompactList}\\small\\item\\em Current direction the player is facing. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a80a7403771d9fb980354b43241eb21d2}\\label{classactor_1_1player_1_1_player_a80a7403771d9fb980354b43241eb21d2}} \n\\hyperlink{classactor_1_1player_1_1_player_a80a7403771d9fb980354b43241eb21d2}{hit}\n\\begin{DoxyCompactList}\\small\\item\\em Boolean on whether the player was recently hit. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a0c6434fb932d898b1ec1ed77c97d46b5}\\label{classactor_1_1player_1_1_player_a0c6434fb932d898b1ec1ed77c97d46b5}} \n\\hyperlink{classactor_1_1player_1_1_player_a0c6434fb932d898b1ec1ed77c97d46b5}{hitcount}\n\\begin{DoxyCompactList}\\small\\item\\em How long a hit counts for on the player (how long until self.\\+hit turns off) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a303bd9cebacff3d0c25b359e18d7bb3a}\\label{classactor_1_1player_1_1_player_a303bd9cebacff3d0c25b359e18d7bb3a}} \n\\hyperlink{classactor_1_1player_1_1_player_a303bd9cebacff3d0c25b359e18d7bb3a}{speed}\n\\begin{DoxyCompactList}\\small\\item\\em Per-\\/frame unit speed of player. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a5cf8c2343817f5fdf357579fc078b677}\\label{classactor_1_1player_1_1_player_a5cf8c2343817f5fdf357579fc078b677}} \n\\hyperlink{classactor_1_1player_1_1_player_a5cf8c2343817f5fdf357579fc078b677}{debug}\n\\begin{DoxyCompactList}\\small\\item\\em Whether debug mode is on/off. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_aa3b90c5623839511cd22f4e0ee1745ea}\\label{classactor_1_1player_1_1_player_aa3b90c5623839511cd22f4e0ee1745ea}} \n\\hyperlink{classactor_1_1player_1_1_player_aa3b90c5623839511cd22f4e0ee1745ea}{has\\+Won}\n\\begin{DoxyCompactList}\\small\\item\\em Has the player won or not. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\n\\hyperlink{classactor_1_1player_1_1_player}{Player} Class  A pygame sprite subclass for defining the creation of the game\\textquotesingle{}s playable character, as well as its interactions with both the user and other entities within the game. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ab706da8ac6c2ddecb694069c9c55485b}\\label{classactor_1_1player_1_1_player_ab706da8ac6c2ddecb694069c9c55485b}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+player.\\+Player.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{hud }\\end{DoxyParamCaption})}\n\n\n\n\\hyperlink{classactor_1_1player_1_1_player}{Player} constructor  The constructor for the player object, used within the initialization of the game. \n\nThe only arguments passed are an initial x and y position, as well as heads-\\/up-\\/display (H\\+UD) elements. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & Initial player x coordinate \\\\\n\\hline\n{\\em y} & Initial player y coordinate \\\\\n\\hline\n{\\em hud} & Array of H\\+UD elements which act directly with the user\\textquotesingle{}s tracked values (health bar, rupy/key count) \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_ab05b71626b99e6cb0babce2d9f7bbb49}\\label{classactor_1_1player_1_1_player_ab05b71626b99e6cb0babce2d9f7bbb49}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!attackupdate@{attackupdate}}\n\\index{attackupdate@{attackupdate}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{attackupdate()}{attackupdate()}}\n{\\footnotesize\\ttfamily def actor.\\+player.\\+Player.\\+attackupdate (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nUpdate function for attack and boomerang conditions, as well as handing user collision with enemies (damage taken)  Checks sword collision on enemies, and checks the timeout on both the sword and boomerang attack animations, telling the player when they can move again. \n\nAlso updates the player and reacts accordingly to recieving damage. \\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a8ac11a22aa47b7febd29d1c740f00452}\\label{classactor_1_1player_1_1_player_a8ac11a22aa47b7febd29d1c740f00452}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!move@{move}}\n\\index{move@{move}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{move()}{move()}}\n{\\footnotesize\\ttfamily def actor.\\+player.\\+Player.\\+move (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{d,  }\\item[{}]{b }\\end{DoxyParamCaption})}\n\n\n\nFunction to store which movement buttons are being pressed and let go of by the user. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em d} & Direction related to the button pressed (integer value from 0 to 3, starting from the left and going clockwise) \\\\\n\\hline\n{\\em b} & Boolean value on whether the button is pressed or not \\\\\n\\hline\n\\end{DoxyParams}\n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a709570fc745642d3ad2764e4d973491b}\\label{classactor_1_1player_1_1_player_a709570fc745642d3ad2764e4d973491b}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!moveupdate@{moveupdate}}\n\\index{moveupdate@{moveupdate}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{moveupdate()}{moveupdate()}}\n{\\footnotesize\\ttfamily def actor.\\+player.\\+Player.\\+moveupdate (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nU\\+P\\+D\\+A\\+TE L\\+O\\+OP F\\+U\\+N\\+C\\+T\\+I\\+O\\+NS. \n\nUpdate function for player movement and according sprite animation \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a479ddb8958705d9cbd7830e9ba59f8c5}\\label{classactor_1_1player_1_1_player_a479ddb8958705d9cbd7830e9ba59f8c5}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!attacksword@{attacksword}}\n\\index{attacksword@{attacksword}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{attacksword}{attacksword}}\n{\\footnotesize\\ttfamily actor.\\+player.\\+Player.\\+attacksword}\n\n\n\nHolder for a sword object when attacking. \n\nSprite function to delete a sprite object and all relations of the object in the project. \\mbox{\\Hypertarget{classactor_1_1player_1_1_player_a569ec214c309ddbf82e414c310861832}\\label{classactor_1_1player_1_1_player_a569ec214c309ddbf82e414c310861832}} \n\\index{actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}!dir@{dir}}\n\\index{dir@{dir}!actor\\+::player\\+::\\+Player@{actor\\+::player\\+::\\+Player}}\n\\subsubsection{\\texorpdfstring{dir}{dir}}\n{\\footnotesize\\ttfamily actor.\\+player.\\+Player.\\+dir}\n\n\n\nCurrent direction the player is facing. \n\nRender Appropriate Sprites According to movement. \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{player_8py}{player.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1rupee_1_1_rupee___bar.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 261.437908\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.912500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.rupee.Rupee_Bar) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.rupee.Rupee_Bar) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1rupee_1_1_rupee___bar.tex",
    "content": "\\hypertarget{classactor_1_1rupee_1_1_rupee___bar}{}\\section{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar Class Reference}\n\\label{classactor_1_1rupee_1_1_rupee___bar}\\index{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar@{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar}}\n\n\nThis class represents the Rupee\\+Bar object.  \n\n\nInheritance diagram for actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1rupee_1_1_rupee___bar}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1rupee_1_1_rupee___bar_acd0085452fdaff7478db209487bc8a80}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for the Rupee\\+Bar object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classactor_1_1rupee_1_1_rupee___bar_a8a0f7e6f0ac2c12e172d691e2fe4aba4}{image}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the sprite image of the \\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{Rupee\\+\\_\\+\\+Bar} object. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1rupee_1_1_rupee___bar_ace89c66353c7b26fafa8a52a5fec2733}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em This represents rectangle for collision and position for the sprite image of the \\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{Rupee\\+\\_\\+\\+Bar} object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the Rupee\\+Bar object. \n\nThe Rupee class uses the Pygame library and Sprite\\+Sheet module to create an image for the \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1rupee_1_1_rupee___bar_acd0085452fdaff7478db209487bc8a80}\\label{classactor_1_1rupee_1_1_rupee___bar_acd0085452fdaff7478db209487bc8a80}} \n\\index{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for the Rupee\\+Bar object. \n\nConstructor for class initializes the x and y location of the Rupee\\+Bar object. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & this represents the x-\\/coordinate at which the Rupee\\+Bar object will be drawn. \\\\\n\\hline\n{\\em y} & this represents the y-\\/coordinate at which the Rupeeh\\+Bar object will be drawn. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1rupee_1_1_rupee___bar_a8a0f7e6f0ac2c12e172d691e2fe4aba4}\\label{classactor_1_1rupee_1_1_rupee___bar_a8a0f7e6f0ac2c12e172d691e2fe4aba4}} \n\\index{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}!image@{image}}\n\\index{image@{image}!actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar.\\+image}\n\n\n\nThis represents the sprite image of the \\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{Rupee\\+\\_\\+\\+Bar} object. \n\n\\mbox{\\Hypertarget{classactor_1_1rupee_1_1_rupee___bar_ace89c66353c7b26fafa8a52a5fec2733}\\label{classactor_1_1rupee_1_1_rupee___bar_ace89c66353c7b26fafa8a52a5fec2733}} \n\\index{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}!rect@{rect}}\n\\index{rect@{rect}!actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar@{actor\\+::rupee\\+::\\+Rupee\\+\\_\\+\\+Bar}}\n\\subsubsection{\\texorpdfstring{rect}{rect}}\n{\\footnotesize\\ttfamily actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar.\\+rect}\n\n\n\nThis represents rectangle for collision and position for the sprite image of the \\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{Rupee\\+\\_\\+\\+Bar} object. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{rupee_8py}{rupee.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1spritesheet_1_1_sprite_sheet.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 218.579235\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 2.287500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.spritesheet.SpriteSheet) cw\n(object) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.spritesheet.SpriteSheet) 0.000000 0.000000 box\n (object) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1spritesheet_1_1_sprite_sheet.tex",
    "content": "\\hypertarget{classactor_1_1spritesheet_1_1_sprite_sheet}{}\\section{actor.\\+spritesheet.\\+Sprite\\+Sheet Class Reference}\n\\label{classactor_1_1spritesheet_1_1_sprite_sheet}\\index{actor.\\+spritesheet.\\+Sprite\\+Sheet@{actor.\\+spritesheet.\\+Sprite\\+Sheet}}\n\n\nThis class represents the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} object, allowing sprites to be loaded and processed.  \n\n\nInheritance diagram for actor.\\+spritesheet.\\+Sprite\\+Sheet\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1spritesheet_1_1_sprite_sheet}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet_a00df0cb80c019436add7a699a83c5ae2}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, file\\+\\_\\+name)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} class. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet_ad2c4f5b00c63a9377b64fe28ef26587b}{get\\+\\_\\+image} (self, x, y, width, height)\n\\begin{DoxyCompactList}\\small\\item\\em Accessor to return an image splice from the loaded \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet_a2d0883c80dad8344520f40f6fd2b79a6}{get\\+\\_\\+image\\+NT} (self, x, y, width, height)\n\\begin{DoxyCompactList}\\small\\item\\em Accessor to return an image splice from the loaded \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}, W\\+I\\+T\\+H\\+O\\+UT removing the image background. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet_ae4eb015142736df995f9564c47f4ddd6}{sprite\\+\\_\\+sheet}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the current spritesheet loaded from the specific file\\+\\_\\+name path. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} object, allowing sprites to be loaded and processed. \n\nThe \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} class uses the Pygame library to load images and change the transperancy on those images. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1spritesheet_1_1_sprite_sheet_a00df0cb80c019436add7a699a83c5ae2}\\label{classactor_1_1spritesheet_1_1_sprite_sheet_a00df0cb80c019436add7a699a83c5ae2}} \n\\index{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+spritesheet.\\+Sprite\\+Sheet.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{file\\+\\_\\+name }\\end{DoxyParamCaption})}\n\n\n\nConstructor for the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} class. \n\nThis constructor initializes an image file using the Pygame library. \n\\begin{DoxyParams}{Parameters}\n{\\em file\\+\\_\\+name} & This is the string representing the path to the image file. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1spritesheet_1_1_sprite_sheet_ad2c4f5b00c63a9377b64fe28ef26587b}\\label{classactor_1_1spritesheet_1_1_sprite_sheet_ad2c4f5b00c63a9377b64fe28ef26587b}} \n\\index{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}!get\\+\\_\\+image@{get\\+\\_\\+image}}\n\\index{get\\+\\_\\+image@{get\\+\\_\\+image}!actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}}\n\\subsubsection{\\texorpdfstring{get\\+\\_\\+image()}{get\\_image()}}\n{\\footnotesize\\ttfamily def actor.\\+spritesheet.\\+Sprite\\+Sheet.\\+get\\+\\_\\+image (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{width,  }\\item[{}]{height }\\end{DoxyParamCaption})}\n\n\n\nAccessor to return an image splice from the loaded \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \n\nThis accessor returns an image splice based on the x,y location and the height and width of the image. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & The x-\\/coordinate for starting point of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em y} & The y-\\/coordinate for starting point of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em width} & The width of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em height} & The height of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n\\end{DoxyParams}\n\\begin{DoxyReturn}{Returns}\nimage This returns the newly spliced image after removing the image background transparency. \n\\end{DoxyReturn}\n\\mbox{\\Hypertarget{classactor_1_1spritesheet_1_1_sprite_sheet_a2d0883c80dad8344520f40f6fd2b79a6}\\label{classactor_1_1spritesheet_1_1_sprite_sheet_a2d0883c80dad8344520f40f6fd2b79a6}} \n\\index{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}!get\\+\\_\\+image\\+NT@{get\\+\\_\\+image\\+NT}}\n\\index{get\\+\\_\\+image\\+NT@{get\\+\\_\\+image\\+NT}!actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}}\n\\subsubsection{\\texorpdfstring{get\\+\\_\\+image\\+N\\+T()}{get\\_imageNT()}}\n{\\footnotesize\\ttfamily def actor.\\+spritesheet.\\+Sprite\\+Sheet.\\+get\\+\\_\\+image\\+NT (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{width,  }\\item[{}]{height }\\end{DoxyParamCaption})}\n\n\n\nAccessor to return an image splice from the loaded \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}, W\\+I\\+T\\+H\\+O\\+UT removing the image background. \n\nThis accessor returns an image splice based on the x,y location and the height and width of the image. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & The x-\\/coordinate for starting point of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em y} & The y-\\/coordinate for starting point of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em width} & The width of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n{\\em height} & The height of the splice on the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet}. \\\\\n\\hline\n\\end{DoxyParams}\n\\begin{DoxyReturn}{Returns}\nimage This returns the newly spliced image W\\+I\\+T\\+H\\+O\\+UT removing the image background transparency. \n\\end{DoxyReturn}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1spritesheet_1_1_sprite_sheet_ae4eb015142736df995f9564c47f4ddd6}\\label{classactor_1_1spritesheet_1_1_sprite_sheet_ae4eb015142736df995f9564c47f4ddd6}} \n\\index{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}!sprite\\+\\_\\+sheet@{sprite\\+\\_\\+sheet}}\n\\index{sprite\\+\\_\\+sheet@{sprite\\+\\_\\+sheet}!actor\\+::spritesheet\\+::\\+Sprite\\+Sheet@{actor\\+::spritesheet\\+::\\+Sprite\\+Sheet}}\n\\subsubsection{\\texorpdfstring{sprite\\+\\_\\+sheet}{sprite\\_sheet}}\n{\\footnotesize\\ttfamily actor.\\+spritesheet.\\+Sprite\\+Sheet.\\+sprite\\+\\_\\+sheet}\n\n\n\nThis represents the current spritesheet loaded from the specific file\\+\\_\\+name path. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{spritesheet_8py}{spritesheet.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1stalfos_1_1_stalfos.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 454.545455\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.100000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 3 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.stalfos.Stalfos) cw\n(actor.enemy.Enemy) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.stalfos.Stalfos) 0.000000 0.000000 box\n (actor.enemy.Enemy) 0.000000 1.000000 box\n (Sprite) 0.000000 2.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\nsolid\n0 0.000000 1.000000 out\nsolid\n1 0.000000 2.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1stalfos_1_1_stalfos.tex",
    "content": "\\hypertarget{classactor_1_1stalfos_1_1_stalfos}{}\\section{actor.\\+stalfos.\\+Stalfos Class Reference}\n\\label{classactor_1_1stalfos_1_1_stalfos}\\index{actor.\\+stalfos.\\+Stalfos@{actor.\\+stalfos.\\+Stalfos}}\n\n\nThis class represents the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} enemy.  \n\n\nInheritance diagram for actor.\\+stalfos.\\+Stalfos\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=3.000000cm]{classactor_1_1stalfos_1_1_stalfos}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_ad8c4e62f51605d1b83c80e21263334af}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_adea3ec3198efffc7015efb4b49a44a69}{check\\+State} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Evaluates the state of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_a1789c1afbf23d5983dec9432578fd058}{enemy\\+Logic} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Controls \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} logic. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_aba32f6c73afde82b410eee05e86c6545}{gen\\+Travel\\+Path} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Creates a new travel point for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_ac3fe6cc13509504318f492473795dc41}{set\\+Walk\\+Speed} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Sets the walk speed of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classactor_1_1stalfos_1_1_stalfos_abb5c74f32bbfa0a9d7d4bfaa60b6f2d7}{stop} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Stops the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a75c99c163e71b951ea617a47e2ed1dda}{is\\+Moving}\n\\begin{DoxyCompactList}\\small\\item\\em Call superclass constructor. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a7e91c289f586728284c20c3963b86b06}{previous\\+Direction}\n\\begin{DoxyCompactList}\\small\\item\\em Movement integer value for previous direction of movement for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ae98d09367d88672074d0ae4622b03eda}{direction}\n\\begin{DoxyCompactList}\\small\\item\\em Movement integer value for current direction of movement for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ae583478be5ec05f00f4f3fb460516012}{walk\\+Frames}\n\\begin{DoxyCompactList}\\small\\item\\em Integer representing the frames walked by Staflos in movement state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ac0fcfca44d7cc2642a4116806bb6b1b6}{walk\\+Start\\+Frame}\n\\begin{DoxyCompactList}\\small\\item\\em Integer value for movement frame for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} during movement state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ae5e4aa1e1b15ec9e23b59e73584bd474}{oldx}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the previous x-\\/location of \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a591766705ab3a05f6c09f71172c1a8c4}{oldy}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the previous y-\\/location of \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a359a06edb086b7c8a5c2092c53ee1e38}{obj}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the list of objects \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} can collide with, in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a43fcf57e6c8f01de5789d44065645d63}{max\\+HP}\n\\begin{DoxyCompactList}\\small\\item\\em The integer value setting the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} health to maximum health. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_adff362c2a85501a23a65192fe991af3d}{HP}\n\\begin{DoxyCompactList}\\small\\item\\em The integer value representing Current \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} health. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a9d2a9b04c99612889141d0c89309beb1}{dmg}\n\\begin{DoxyCompactList}\\small\\item\\em The integer value representing the current damage value that the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} object has received from player character. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a138d42da7f7b1333cc3739642c55673d}{image}\n\\begin{DoxyCompactList}\\small\\item\\em Spritesheet for the acessing of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} sprite image. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ae17287c8f3a51b650b3f99cad297b3f1}{sprites}\n\\begin{DoxyCompactList}\\small\\item\\em Creates a list of sprites list for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a9036a53b8457cda5d4955ad65dde6ae0}{sprite\\+Index}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the integer value for the current index in the sprite list for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_acc6601a3d6ab3ff329bf2cd9f5186ef3}{hitdir}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the integer value (0,1,2,3) direction \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} is hit in by player character attack. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_aaebbd89b15752a9cca8e144dd6645b7b}{hit\\+Count}\n\\begin{DoxyCompactList}\\small\\item\\em Integer value representing the buffer for the number of hits for the Enemy after being hit by player character. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a60385857eaf3f3b7aacc4bec982223eb}{is\\+Hit}\n\\begin{DoxyCompactList}\\small\\item\\em Represents the current state if \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} has collided with player character attack. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_a43a40d9338696f2c75c883b13a13ea45}{x\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em The current x-\\/directional speed for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1stalfos_1_1_stalfos_ab71f0423b0af31ef9f60230eda08ff91}{y\\+Speed}\n\\begin{DoxyCompactList}\\small\\item\\em The current y-\\/directional speed for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} enemy. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ad8c4e62f51605d1b83c80e21263334af}\\label{classactor_1_1stalfos_1_1_stalfos_ad8c4e62f51605d1b83c80e21263334af}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nConstructor for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\nConstructor takes two parameters, the x and y coordinates \n\\begin{DoxyParams}{Parameters}\n{\\em x} & X coordinate of the starting postion of the Keese \\\\\n\\hline\n{\\em y} & Y coordinate of the starting postion of the Keese \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_adea3ec3198efffc7015efb4b49a44a69}\\label{classactor_1_1stalfos_1_1_stalfos_adea3ec3198efffc7015efb4b49a44a69}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!check\\+State@{check\\+State}}\n\\index{check\\+State@{check\\+State}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{check\\+State()}{checkState()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+check\\+State (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nEvaluates the state of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\nEvalautes if the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} if moving, if it can stop, if it is in iframes, if it collides with something, and if it has died \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a1789c1afbf23d5983dec9432578fd058}\\label{classactor_1_1stalfos_1_1_stalfos_a1789c1afbf23d5983dec9432578fd058}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!enemy\\+Logic@{enemy\\+Logic}}\n\\index{enemy\\+Logic@{enemy\\+Logic}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{enemy\\+Logic()}{enemyLogic()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+enemy\\+Logic (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nControls \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} logic. \n\nUses the states to control the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_aba32f6c73afde82b410eee05e86c6545}\\label{classactor_1_1stalfos_1_1_stalfos_aba32f6c73afde82b410eee05e86c6545}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!gen\\+Travel\\+Path@{gen\\+Travel\\+Path}}\n\\index{gen\\+Travel\\+Path@{gen\\+Travel\\+Path}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{gen\\+Travel\\+Path()}{genTravelPath()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+gen\\+Travel\\+Path (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nCreates a new travel point for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\nGenerates a direction to walk and the distance to move \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ac3fe6cc13509504318f492473795dc41}\\label{classactor_1_1stalfos_1_1_stalfos_ac3fe6cc13509504318f492473795dc41}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!set\\+Walk\\+Speed@{set\\+Walk\\+Speed}}\n\\index{set\\+Walk\\+Speed@{set\\+Walk\\+Speed}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{set\\+Walk\\+Speed()}{setWalkSpeed()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+set\\+Walk\\+Speed (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nSets the walk speed of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\nSets speed based on the direction \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_abb5c74f32bbfa0a9d7d4bfaa60b6f2d7}\\label{classactor_1_1stalfos_1_1_stalfos_abb5c74f32bbfa0a9d7d4bfaa60b6f2d7}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!stop@{stop}}\n\\index{stop@{stop}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{stop()}{stop()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+Stalfos.\\+stop (\\begin{DoxyParamCaption}\\item[{}]{self }\\end{DoxyParamCaption})}\n\n\n\nStops the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\nSets the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} speed in the x direction and the y direction to zero \n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ae98d09367d88672074d0ae4622b03eda}\\label{classactor_1_1stalfos_1_1_stalfos_ae98d09367d88672074d0ae4622b03eda}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!direction@{direction}}\n\\index{direction@{direction}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{direction}{direction}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+direction}\n\n\n\nMovement integer value for current direction of movement for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a9d2a9b04c99612889141d0c89309beb1}\\label{classactor_1_1stalfos_1_1_stalfos_a9d2a9b04c99612889141d0c89309beb1}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!dmg@{dmg}}\n\\index{dmg@{dmg}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{dmg}{dmg}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+dmg}\n\n\n\nThe integer value representing the current damage value that the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} object has received from player character. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_aaebbd89b15752a9cca8e144dd6645b7b}\\label{classactor_1_1stalfos_1_1_stalfos_aaebbd89b15752a9cca8e144dd6645b7b}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!hit\\+Count@{hit\\+Count}}\n\\index{hit\\+Count@{hit\\+Count}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{hit\\+Count}{hitCount}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+hit\\+Count}\n\n\n\nInteger value representing the buffer for the number of hits for the Enemy after being hit by player character. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_acc6601a3d6ab3ff329bf2cd9f5186ef3}\\label{classactor_1_1stalfos_1_1_stalfos_acc6601a3d6ab3ff329bf2cd9f5186ef3}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!hitdir@{hitdir}}\n\\index{hitdir@{hitdir}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{hitdir}{hitdir}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+hitdir}\n\n\n\nRepresents the integer value (0,1,2,3) direction \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} is hit in by player character attack. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_adff362c2a85501a23a65192fe991af3d}\\label{classactor_1_1stalfos_1_1_stalfos_adff362c2a85501a23a65192fe991af3d}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!HP@{HP}}\n\\index{HP@{HP}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{HP}{HP}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+HP}\n\n\n\nThe integer value representing Current \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} health. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a138d42da7f7b1333cc3739642c55673d}\\label{classactor_1_1stalfos_1_1_stalfos_a138d42da7f7b1333cc3739642c55673d}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!image@{image}}\n\\index{image@{image}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+image}\n\n\n\nSpritesheet for the acessing of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} sprite image. \n\nSet \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} starting sprite.\n\nSprite image for the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} object. \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a60385857eaf3f3b7aacc4bec982223eb}\\label{classactor_1_1stalfos_1_1_stalfos_a60385857eaf3f3b7aacc4bec982223eb}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!is\\+Hit@{is\\+Hit}}\n\\index{is\\+Hit@{is\\+Hit}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{is\\+Hit}{isHit}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+is\\+Hit}\n\n\n\nRepresents the current state if \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} has collided with player character attack. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a75c99c163e71b951ea617a47e2ed1dda}\\label{classactor_1_1stalfos_1_1_stalfos_a75c99c163e71b951ea617a47e2ed1dda}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!is\\+Moving@{is\\+Moving}}\n\\index{is\\+Moving@{is\\+Moving}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{is\\+Moving}{isMoving}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+is\\+Moving}\n\n\n\nCall superclass constructor. \n\nCheck for movement.\n\nBoolean values for keeping track of the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} state. \\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a43fcf57e6c8f01de5789d44065645d63}\\label{classactor_1_1stalfos_1_1_stalfos_a43fcf57e6c8f01de5789d44065645d63}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!max\\+HP@{max\\+HP}}\n\\index{max\\+HP@{max\\+HP}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{max\\+HP}{maxHP}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+max\\+HP}\n\n\n\nThe integer value setting the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} health to maximum health. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a359a06edb086b7c8a5c2092c53ee1e38}\\label{classactor_1_1stalfos_1_1_stalfos_a359a06edb086b7c8a5c2092c53ee1e38}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!obj@{obj}}\n\\index{obj@{obj}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{obj}{obj}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+obj}\n\n\n\nThis represents the list of objects \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} can collide with, in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ae5e4aa1e1b15ec9e23b59e73584bd474}\\label{classactor_1_1stalfos_1_1_stalfos_ae5e4aa1e1b15ec9e23b59e73584bd474}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!oldx@{oldx}}\n\\index{oldx@{oldx}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{oldx}{oldx}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+oldx}\n\n\n\nThis represents the previous x-\\/location of \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a591766705ab3a05f6c09f71172c1a8c4}\\label{classactor_1_1stalfos_1_1_stalfos_a591766705ab3a05f6c09f71172c1a8c4}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!oldy@{oldy}}\n\\index{oldy@{oldy}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{oldy}{oldy}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+oldy}\n\n\n\nThis represents the previous y-\\/location of \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a7e91c289f586728284c20c3963b86b06}\\label{classactor_1_1stalfos_1_1_stalfos_a7e91c289f586728284c20c3963b86b06}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!previous\\+Direction@{previous\\+Direction}}\n\\index{previous\\+Direction@{previous\\+Direction}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{previous\\+Direction}{previousDirection}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+previous\\+Direction}\n\n\n\nMovement integer value for previous direction of movement for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a9036a53b8457cda5d4955ad65dde6ae0}\\label{classactor_1_1stalfos_1_1_stalfos_a9036a53b8457cda5d4955ad65dde6ae0}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!sprite\\+Index@{sprite\\+Index}}\n\\index{sprite\\+Index@{sprite\\+Index}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{sprite\\+Index}{spriteIndex}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+sprite\\+Index}\n\n\n\nRepresents the integer value for the current index in the sprite list for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ae17287c8f3a51b650b3f99cad297b3f1}\\label{classactor_1_1stalfos_1_1_stalfos_ae17287c8f3a51b650b3f99cad297b3f1}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!sprites@{sprites}}\n\\index{sprites@{sprites}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{sprites}{sprites}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+sprites}\n\n\n\nCreates a list of sprites list for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ae583478be5ec05f00f4f3fb460516012}\\label{classactor_1_1stalfos_1_1_stalfos_ae583478be5ec05f00f4f3fb460516012}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!walk\\+Frames@{walk\\+Frames}}\n\\index{walk\\+Frames@{walk\\+Frames}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{walk\\+Frames}{walkFrames}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+walk\\+Frames}\n\n\n\nInteger representing the frames walked by Staflos in movement state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ac0fcfca44d7cc2642a4116806bb6b1b6}\\label{classactor_1_1stalfos_1_1_stalfos_ac0fcfca44d7cc2642a4116806bb6b1b6}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!walk\\+Start\\+Frame@{walk\\+Start\\+Frame}}\n\\index{walk\\+Start\\+Frame@{walk\\+Start\\+Frame}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{walk\\+Start\\+Frame}{walkStartFrame}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+walk\\+Start\\+Frame}\n\n\n\nInteger value for movement frame for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} during movement state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_a43a40d9338696f2c75c883b13a13ea45}\\label{classactor_1_1stalfos_1_1_stalfos_a43a40d9338696f2c75c883b13a13ea45}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!x\\+Speed@{x\\+Speed}}\n\\index{x\\+Speed@{x\\+Speed}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{x\\+Speed}{xSpeed}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+x\\+Speed}\n\n\n\nThe current x-\\/directional speed for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \n\n\\mbox{\\Hypertarget{classactor_1_1stalfos_1_1_stalfos_ab71f0423b0af31ef9f60230eda08ff91}\\label{classactor_1_1stalfos_1_1_stalfos_ab71f0423b0af31ef9f60230eda08ff91}} \n\\index{actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}!y\\+Speed@{y\\+Speed}}\n\\index{y\\+Speed@{y\\+Speed}!actor\\+::stalfos\\+::\\+Stalfos@{actor\\+::stalfos\\+::\\+Stalfos}}\n\\subsubsection{\\texorpdfstring{y\\+Speed}{ySpeed}}\n{\\footnotesize\\ttfamily actor.\\+stalfos.\\+Stalfos.\\+y\\+Speed}\n\n\n\nThe current y-\\/directional speed for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} in movement/stationary state. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{stalfos_8py}{stalfos.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1sword_1_1_sword.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 314.960630\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.587500 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(actor.sword.Sword) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (actor.sword.Sword) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classactor_1_1sword_1_1_sword.tex",
    "content": "\\hypertarget{classactor_1_1sword_1_1_sword}{}\\section{actor.\\+sword.\\+Sword Class Reference}\n\\label{classactor_1_1sword_1_1_sword}\\index{actor.\\+sword.\\+Sword@{actor.\\+sword.\\+Sword}}\n\n\nPlayer \\hyperlink{classactor_1_1sword_1_1_sword}{Sword} Class  Class for the creation and deletion of the sword sprite object, made when the player attacks.  \n\n\nInheritance diagram for actor.\\+sword.\\+Sword\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classactor_1_1sword_1_1_sword}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classactor_1_1sword_1_1_sword_a311383f1e990c512b78b02c1b28cd7ea}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, direction)\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1sword_1_1_sword}{Sword} constructor, taking an x and y coordinate, and the direction for the sword to be pointing (player direction) \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classactor_1_1sword_1_1_sword_a4647017ca649b12ca382614b3af59827}\\label{classactor_1_1sword_1_1_sword_a4647017ca649b12ca382614b3af59827}} \n\\hyperlink{classactor_1_1sword_1_1_sword_a4647017ca649b12ca382614b3af59827}{sprite}\n\\begin{DoxyCompactList}\\small\\item\\em Array of all possible sword directions (following usual directional standards, 0-\\/3, starting at left going clockwise) \\end{DoxyCompactList}\\item \n\\hyperlink{classactor_1_1sword_1_1_sword_a9fd392562552eb7009662bd7e6701148}{image}\n\\begin{DoxyCompactList}\\small\\item\\em Sprite image of the sword. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classactor_1_1sword_1_1_sword_ae79e5ac458440b092db89e72c26c2aa6}\\label{classactor_1_1sword_1_1_sword_ae79e5ac458440b092db89e72c26c2aa6}} \n\\hyperlink{classactor_1_1sword_1_1_sword_ae79e5ac458440b092db89e72c26c2aa6}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em X and Y position of the sword. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nPlayer \\hyperlink{classactor_1_1sword_1_1_sword}{Sword} Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classactor_1_1sword_1_1_sword_a311383f1e990c512b78b02c1b28cd7ea}\\label{classactor_1_1sword_1_1_sword_a311383f1e990c512b78b02c1b28cd7ea}} \n\\index{actor\\+::sword\\+::\\+Sword@{actor\\+::sword\\+::\\+Sword}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!actor\\+::sword\\+::\\+Sword@{actor\\+::sword\\+::\\+Sword}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def actor.\\+sword.\\+Sword.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{direction }\\end{DoxyParamCaption})}\n\n\n\n\\hyperlink{classactor_1_1sword_1_1_sword}{Sword} constructor, taking an x and y coordinate, and the direction for the sword to be pointing (player direction) \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em x} & \\hyperlink{classactor_1_1sword_1_1_sword}{Sword}\\textquotesingle{}s x coordinate \\\\\n\\hline\n{\\em y} & \\hyperlink{classactor_1_1sword_1_1_sword}{Sword}\\textquotesingle{}s y coordinate \\\\\n\\hline\n{\\em direction} & \\hyperlink{classactor_1_1sword_1_1_sword}{Sword}\\textquotesingle{}s direction (integer from 0 to 3, starting left, going clockwise) \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classactor_1_1sword_1_1_sword_a9fd392562552eb7009662bd7e6701148}\\label{classactor_1_1sword_1_1_sword_a9fd392562552eb7009662bd7e6701148}} \n\\index{actor\\+::sword\\+::\\+Sword@{actor\\+::sword\\+::\\+Sword}!image@{image}}\n\\index{image@{image}!actor\\+::sword\\+::\\+Sword@{actor\\+::sword\\+::\\+Sword}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily actor.\\+sword.\\+Sword.\\+image}\n\n\n\nSprite image of the sword. \n\nBelow is for testing self.\\+image = pygame.\\+Surface(\\mbox{[}26, 14\\mbox{]}) self.\\+image.\\+fill((200, 0, 0)) \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/actor/\\hyperlink{sword_8py}{sword.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1door_1_1_door.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 312.500000\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.600000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(collision.door.Door) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (collision.door.Door) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1door_1_1_door.tex",
    "content": "\\hypertarget{classcollision_1_1door_1_1_door}{}\\section{collision.\\+door.\\+Door Class Reference}\n\\label{classcollision_1_1door_1_1_door}\\index{collision.\\+door.\\+Door@{collision.\\+door.\\+Door}}\n\n\nDungeon \\hyperlink{classcollision_1_1door_1_1_door}{Door} Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon.  \n\n\nInheritance diagram for collision.\\+door.\\+Door\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classcollision_1_1door_1_1_door}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classcollision_1_1door_1_1_door_ab2b3e5e79d444388807a18f0c2022795}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, direction, \\hyperlink{classcollision_1_1door_1_1_door_a22802ca389469576ecc1418e8c3e20b8}{state})\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classcollision_1_1door_1_1_door}{Door} constructor, making a door on the specified side of the dungeon. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classcollision_1_1door_1_1_door_a905d11890b7fa2fa789d67538136e685}{collision} (self, i)\n\\begin{DoxyCompactList}\\small\\item\\em This method checks for collision with the \\hyperlink{classcollision_1_1door_1_1_door}{Door} object and other sprite object. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a9ae0128993d925a4c6bcdb79936dbc4a}\\label{classcollision_1_1door_1_1_door_a9ae0128993d925a4c6bcdb79936dbc4a}} \ndef \\hyperlink{classcollision_1_1door_1_1_door_a9ae0128993d925a4c6bcdb79936dbc4a}{open\\+Door} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to set a door state and sprite to open  Changes a blocked door (state 1/2) to an open door (state 0), changing collision attributes and sprites respectively. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a97c823f719c04f5bf8e5428e7b39b8b5}\\label{classcollision_1_1door_1_1_door_a97c823f719c04f5bf8e5428e7b39b8b5}} \n{\\bfseries dungeon\\+\\_\\+sheet}\n\\item \n\\hyperlink{classcollision_1_1door_1_1_door_a22802ca389469576ecc1418e8c3e20b8}{state}\n\\begin{DoxyCompactList}\\small\\item\\em D\\+O\\+OR S\\+T\\+A\\+TE 0 = open 1 = blocked (objective door) 2 = locked (key door) State of the door, integer value on whether the door is open(0), blocked by an objective(1), or locked(2) (blocked = eg. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a0ff4b9ac39898923fae449e1ed392b8a}\\label{classcollision_1_1door_1_1_door_a0ff4b9ac39898923fae449e1ed392b8a}} \n{\\bfseries dir}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a4d8b68c958e4ec059f2e99e53e76abf1}\\label{classcollision_1_1door_1_1_door_a4d8b68c958e4ec059f2e99e53e76abf1}} \n\\hyperlink{classcollision_1_1door_1_1_door_a4d8b68c958e4ec059f2e99e53e76abf1}{image}\n\\begin{DoxyCompactList}\\small\\item\\em Sprite image of the door. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a162269007487f8282278565e2f531a0c}\\label{classcollision_1_1door_1_1_door_a162269007487f8282278565e2f531a0c}} \n\\hyperlink{classcollision_1_1door_1_1_door_a162269007487f8282278565e2f531a0c}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em X and y coordinates of the image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a101da4a463e317b8919c0bd1ad73b8df}\\label{classcollision_1_1door_1_1_door_a101da4a463e317b8919c0bd1ad73b8df}} \n\\hyperlink{classcollision_1_1door_1_1_door_a101da4a463e317b8919c0bd1ad73b8df}{id}\n\\begin{DoxyCompactList}\\small\\item\\em Collision ID (to help other objects identify what they are colliding with and how to react) \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon \\hyperlink{classcollision_1_1door_1_1_door}{Door} Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_ab2b3e5e79d444388807a18f0c2022795}\\label{classcollision_1_1door_1_1_door_ab2b3e5e79d444388807a18f0c2022795}} \n\\index{collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def collision.\\+door.\\+Door.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{direction,  }\\item[{}]{state }\\end{DoxyParamCaption})}\n\n\n\n\\hyperlink{classcollision_1_1door_1_1_door}{Door} constructor, making a door on the specified side of the dungeon. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em direction} & Integer value of the wall the door will be on (direction from centre of room) \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a905d11890b7fa2fa789d67538136e685}\\label{classcollision_1_1door_1_1_door_a905d11890b7fa2fa789d67538136e685}} \n\\index{collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}!collision@{collision}}\n\\index{collision@{collision}!collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}}\n\\subsubsection{\\texorpdfstring{collision()}{collision()}}\n{\\footnotesize\\ttfamily def collision.\\+door.\\+Door.\\+collision (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{i }\\end{DoxyParamCaption})}\n\n\n\nThis method checks for collision with the \\hyperlink{classcollision_1_1door_1_1_door}{Door} object and other sprite object. \n\nThe collision will be checked with the \\hyperlink{classcollision_1_1door_1_1_door}{Door} and other sprite object as the object collides with the wall. \n\\begin{DoxyParams}{Parameters}\n{\\em i} & This is the sprite object that is passed into the method, and checks if the object is colliding with the \\hyperlink{classcollision_1_1door_1_1_door}{Door} object, reseting the sprite objects location accordingly. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1door_1_1_door_a22802ca389469576ecc1418e8c3e20b8}\\label{classcollision_1_1door_1_1_door_a22802ca389469576ecc1418e8c3e20b8}} \n\\index{collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}!state@{state}}\n\\index{state@{state}!collision\\+::door\\+::\\+Door@{collision\\+::door\\+::\\+Door}}\n\\subsubsection{\\texorpdfstring{state}{state}}\n{\\footnotesize\\ttfamily collision.\\+door.\\+Door.\\+state}\n\n\n\nD\\+O\\+OR S\\+T\\+A\\+TE 0 = open 1 = blocked (objective door) 2 = locked (key door) State of the door, integer value on whether the door is open(0), blocked by an objective(1), or locked(2) (blocked = eg. \n\nkill all enemies in room to open) \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/collision/\\hyperlink{door_8py}{door.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1level_1_1_level.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 303.030303\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.650000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(collision.level.Level) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (collision.level.Level) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1level_1_1_level.tex",
    "content": "\\hypertarget{classcollision_1_1level_1_1_level}{}\\section{collision.\\+level.\\+Level Class Reference}\n\\label{classcollision_1_1level_1_1_level}\\index{collision.\\+level.\\+Level@{collision.\\+level.\\+Level}}\n\n\nDungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg.  \n\n\nInheritance diagram for collision.\\+level.\\+Level\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classcollision_1_1level_1_1_level}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1level_1_1_level_a241b5e528c34fdcfe53f70c0041bea2a}\\label{classcollision_1_1level_1_1_level_a241b5e528c34fdcfe53f70c0041bea2a}} \ndef \\hyperlink{classcollision_1_1level_1_1_level_a241b5e528c34fdcfe53f70c0041bea2a}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Background initializer  Initialize a background to constantly be printed as game background. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1level_1_1_level_a6be6fa8fdddb3acd8c632933afaa1bd4}\\label{classcollision_1_1level_1_1_level_a6be6fa8fdddb3acd8c632933afaa1bd4}} \n\\hyperlink{classcollision_1_1level_1_1_level_a6be6fa8fdddb3acd8c632933afaa1bd4}{image}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classcollision_1_1level_1_1_level}{Level} background sprite image. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1level_1_1_level_a8f353b28bfe30c913bb5806d8eff5d54}\\label{classcollision_1_1level_1_1_level_a8f353b28bfe30c913bb5806d8eff5d54}} \n\\hyperlink{classcollision_1_1level_1_1_level_a8f353b28bfe30c913bb5806d8eff5d54}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em Background x and y coordinates (adjusted for the H\\+UD display) \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg. \n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/collision/\\hyperlink{level_8py}{level.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1levelmanager_1_1_level_manager.tex",
    "content": "\\hypertarget{classcollision_1_1levelmanager_1_1_level_manager}{}\\section{collision.\\+levelmanager.\\+Level\\+Manager Class Reference}\n\\label{classcollision_1_1levelmanager_1_1_level_manager}\\index{collision.\\+levelmanager.\\+Level\\+Manager@{collision.\\+levelmanager.\\+Level\\+Manager}}\n\n\nDungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-\\/written data and loading it when the game starts and when a transition occurs.  \n\n\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_ac15451905c2523ed3929d877762bb290}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, spritelist, collidlist, updatelist)\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Level Master Initializer  The class initializer, taking empty lists, each for letting the \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a02aa3ee9b35d68c9386517c518c101f4}{make()} function define what objects need to be drawn/collidable/updatable. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a02aa3ee9b35d68c9386517c518c101f4}{make} (self, \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a5d1c987dbd37f1da1496915d4a754d70}{x}, \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a5b6011487a9ea527e43194554dbf1326}{y})\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Level Constructor  The main function to load a given index of data from leveldata.\\+py, and load it into the game environment. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_ac73f0ef69a1d1ff85a906a68cb1e2c86}{transition} (self, xchange, ychange)\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon level transition function, used to go to an adjacent level, clear all current data, and load new room data. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a5eb6314d72a5b6a438eb85ef1a926ce0}\\label{classcollision_1_1levelmanager_1_1_level_manager_a5eb6314d72a5b6a438eb85ef1a926ce0}} \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a5eb6314d72a5b6a438eb85ef1a926ce0}{open} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to open all blocked doors in the current dungeon room (usually used when all enemies defeated, locked doors stay locked) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_ab31d4ea306a0ef50bf25a4a4dd3b9aaf}\\label{classcollision_1_1levelmanager_1_1_level_manager_ab31d4ea306a0ef50bf25a4a4dd3b9aaf}} \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_ab31d4ea306a0ef50bf25a4a4dd3b9aaf}{endroom} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Function to store current data, open all blocked doors, and possibly spawn a key/prize when all enemies defeated  When all enemies in a room are killed, this function is called, changing the enemy array in leveldata.\\+py for the current level to an empty array (so enemies don\\textquotesingle{}t reload once you enter again), running the self.\\+open() function to open all blocked doors, and if the room\\+ID is a predetermined key/rupy room, spawn a key/rupy in the middle of the room. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a11bb309e2c9c137a0000f1d94b3788f6}\\label{classcollision_1_1levelmanager_1_1_level_manager_a11bb309e2c9c137a0000f1d94b3788f6}} \ndef \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a11bb309e2c9c137a0000f1d94b3788f6}{clear} (self)\n\\begin{DoxyCompactList}\\small\\item\\em Clears the levelmanager\\textquotesingle{}s update lists  Empty all sprite lists for the game (spritelist, collisionlist, and updatelist), usually used in transition from one room to another. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a05b0081f0ceb5ff238e29476d26f5bc5}\\label{classcollision_1_1levelmanager_1_1_level_manager_a05b0081f0ceb5ff238e29476d26f5bc5}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a05b0081f0ceb5ff238e29476d26f5bc5}{sl}\n\\begin{DoxyCompactList}\\small\\item\\em List of objects to be printed (ie player, not invisible walls) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_af2f247df791be0e0a8d1adc357e679b4}\\label{classcollision_1_1levelmanager_1_1_level_manager_af2f247df791be0e0a8d1adc357e679b4}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_af2f247df791be0e0a8d1adc357e679b4}{cl}\n\\begin{DoxyCompactList}\\small\\item\\em List of objects that can be collided with (ie keese, not level background) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a612895753b85eced72f425f4f23885fd}\\label{classcollision_1_1levelmanager_1_1_level_manager_a612895753b85eced72f425f4f23885fd}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a612895753b85eced72f425f4f23885fd}{ul}\n\\begin{DoxyCompactList}\\small\\item\\em List of objects that need to be constantly updated (ie player, not walls/static objects) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a5d1c987dbd37f1da1496915d4a754d70}\\label{classcollision_1_1levelmanager_1_1_level_manager_a5d1c987dbd37f1da1496915d4a754d70}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a5d1c987dbd37f1da1496915d4a754d70}{x}\n\\begin{DoxyCompactList}\\small\\item\\em X-\\/\\+Coordinate of the level in leveldata\\textquotesingle{}s Room ID array (R\\+ID\\mbox{[}y\\mbox{]}\\mbox{[}x\\mbox{]}) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a5b6011487a9ea527e43194554dbf1326}\\label{classcollision_1_1levelmanager_1_1_level_manager_a5b6011487a9ea527e43194554dbf1326}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a5b6011487a9ea527e43194554dbf1326}{y}\n\\begin{DoxyCompactList}\\small\\item\\em Y-\\/\\+Coordinate of the level in leveldata\\textquotesingle{}s Room ID array (R\\+ID\\mbox{[}y\\mbox{]}\\mbox{[}x\\mbox{]}) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_ab209d49d600cc240e4faa3fa4a74c9f1}\\label{classcollision_1_1levelmanager_1_1_level_manager_ab209d49d600cc240e4faa3fa4a74c9f1}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_ab209d49d600cc240e4faa3fa4a74c9f1}{level}\n\\begin{DoxyCompactList}\\small\\item\\em Level background. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a7821297ccd39fd8cb2c2adec0eeaaf8f}\\label{classcollision_1_1levelmanager_1_1_level_manager_a7821297ccd39fd8cb2c2adec0eeaaf8f}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a7821297ccd39fd8cb2c2adec0eeaaf8f}{R\\+ID}\n\\begin{DoxyCompactList}\\small\\item\\em Misc room spawnings (ie shop room) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a28b8cccf02562bdc237c121e45c3a257}\\label{classcollision_1_1levelmanager_1_1_level_manager_a28b8cccf02562bdc237c121e45c3a257}} \n{\\bfseries enarray}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a0f109f01f7dc8b59549e33af889da0ea}\\label{classcollision_1_1levelmanager_1_1_level_manager_a0f109f01f7dc8b59549e33af889da0ea}} \n{\\bfseries boss}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_af88edf373a7c00e94164fccca24c07f3}\\label{classcollision_1_1levelmanager_1_1_level_manager_af88edf373a7c00e94164fccca24c07f3}} \n{\\bfseries doors}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a755ccaf64de0484a559d99ac313d2fc4}\\label{classcollision_1_1levelmanager_1_1_level_manager_a755ccaf64de0484a559d99ac313d2fc4}} \n{\\bfseries killed}\n\\end{DoxyCompactItemize}\n\\subsection*{Static Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_aeaa35419e04210eb9b2c8b41a496fbb2}\\label{classcollision_1_1levelmanager_1_1_level_manager_aeaa35419e04210eb9b2c8b41a496fbb2}} \nlist {\\bfseries keyset} = \\mbox{[}3, 7, 17\\mbox{]}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a116fbcd53b1b8da40479cb5db10e21ac}\\label{classcollision_1_1levelmanager_1_1_level_manager_a116fbcd53b1b8da40479cb5db10e21ac}} \nlist {\\bfseries rupeset} = \\mbox{[}1, 16, 12\\mbox{]}\n\\item \n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a6f0eec0ff65ac73c32225d1b9cd0ecaa}\\label{classcollision_1_1levelmanager_1_1_level_manager_a6f0eec0ff65ac73c32225d1b9cd0ecaa}} \n\\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a6f0eec0ff65ac73c32225d1b9cd0ecaa}{LD} = None\n\\begin{DoxyCompactList}\\small\\item\\em List of all rooms to load (to be altered) \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-\\/written data and loading it when the game starts and when a transition occurs. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_ac15451905c2523ed3929d877762bb290}\\label{classcollision_1_1levelmanager_1_1_level_manager_ac15451905c2523ed3929d877762bb290}} \n\\index{collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def collision.\\+levelmanager.\\+Level\\+Manager.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{spritelist,  }\\item[{}]{collidlist,  }\\item[{}]{updatelist }\\end{DoxyParamCaption})}\n\n\n\nDungeon Level Master Initializer  The class initializer, taking empty lists, each for letting the \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager_a02aa3ee9b35d68c9386517c518c101f4}{make()} function define what objects need to be drawn/collidable/updatable. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em spritelist} & List of objects for the game to print (usually empty pygame.\\+sprite.\\+Group) \\\\\n\\hline\n{\\em collidlist} & List of objects which have a collision interaction with the player (usually empty pygame.\\+sprite.\\+Group) \\\\\n\\hline\n{\\em updatelist} & List of objects which need to be regularly updated (usually empty pygame.\\+sprite.\\+Group) \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_a02aa3ee9b35d68c9386517c518c101f4}\\label{classcollision_1_1levelmanager_1_1_level_manager_a02aa3ee9b35d68c9386517c518c101f4}} \n\\index{collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}!make@{make}}\n\\index{make@{make}!collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}}\n\\subsubsection{\\texorpdfstring{make()}{make()}}\n{\\footnotesize\\ttfamily def collision.\\+levelmanager.\\+Level\\+Manager.\\+make (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y }\\end{DoxyParamCaption})}\n\n\n\nDungeon Level Constructor  The main function to load a given index of data from leveldata.\\+py, and load it into the game environment. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em i} & Index of the room to be created \\\\\n\\hline\n\\end{DoxyParams}\n\\mbox{\\Hypertarget{classcollision_1_1levelmanager_1_1_level_manager_ac73f0ef69a1d1ff85a906a68cb1e2c86}\\label{classcollision_1_1levelmanager_1_1_level_manager_ac73f0ef69a1d1ff85a906a68cb1e2c86}} \n\\index{collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}!transition@{transition}}\n\\index{transition@{transition}!collision\\+::levelmanager\\+::\\+Level\\+Manager@{collision\\+::levelmanager\\+::\\+Level\\+Manager}}\n\\subsubsection{\\texorpdfstring{transition()}{transition()}}\n{\\footnotesize\\ttfamily def collision.\\+levelmanager.\\+Level\\+Manager.\\+transition (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{xchange,  }\\item[{}]{ychange }\\end{DoxyParamCaption})}\n\n\n\nDungeon level transition function, used to go to an adjacent level, clear all current data, and load new room data. \n\n\n\\begin{DoxyParams}{Parameters}\n{\\em j} & Value to add to the current index to get to new room \\\\\n\\hline\n\\end{DoxyParams}\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/collision/\\hyperlink{levelmanager_8py}{levelmanager.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1wall_1_1_wall.eps",
    "content": "%!PS-Adobe-2.0 EPSF-2.0\n%%Title: ClassName\n%%Creator: Doxygen\n%%CreationDate: Time\n%%For: \n%Magnification: 1.00\n%%Orientation: Portrait\n%%BoundingBox: 0 0 500 333.333333\n%%Pages: 0\n%%BeginSetup\n%%EndSetup\n%%EndComments\n\n% ----- variables -----\n\n/boxwidth 0 def\n/boxheight 40 def\n/fontheight 24 def\n/marginwidth 10 def\n/distx 20 def\n/disty 40 def\n/boundaspect 1.500000 def  % aspect ratio of the BoundingBox (width/height)\n/boundx 500 def\n/boundy boundx boundaspect div def\n/xspacing 0 def\n/yspacing 0 def\n/rows 2 def\n/cols 1 def\n/scalefactor 0 def\n/boxfont /Times-Roman findfont fontheight scalefont def\n\n% ----- procedures -----\n\n/dotted { [1 4] 0 setdash } def\n/dashed { [5] 0 setdash } def\n/solid  { [] 0 setdash } def\n\n/max % result = MAX(arg1,arg2)\n{\n  /a exch def\n  /b exch def\n  a b gt {a} {b} ifelse\n} def\n\n/xoffset % result = MAX(0,(scalefactor-(boxwidth*cols+distx*(cols-1)))/2)\n{\n  0 scalefactor boxwidth cols mul distx cols 1 sub mul add sub 2 div max\n} def\n\n/cw % boxwidth = MAX(boxwidth, stringwidth(arg1))\n{\n  /str exch def\n  /boxwidth boxwidth str stringwidth pop max def\n} def\n\n/box % draws a box with text `arg1' at grid pos (arg2,arg3)\n{ gsave\n  2 setlinewidth\n  newpath\n  exch xspacing mul xoffset add\n  exch yspacing mul\n  moveto\n  boxwidth 0 rlineto \n  0 boxheight rlineto \n  boxwidth neg 0 rlineto \n  0 boxheight neg rlineto \n  closepath\n  dup stringwidth pop neg boxwidth add 2 div\n  boxheight fontheight 2 div sub 2 div\n  rmoveto show stroke\n  grestore\n} def  \n\n/mark\n{ newpath\n  exch xspacing mul xoffset add boxwidth add\n  exch yspacing mul\n  moveto\n  0 boxheight 4 div rlineto\n  boxheight neg 4 div boxheight neg 4 div rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/arrow\n{ newpath\n  moveto\n  3 -8 rlineto\n  -6 0 rlineto\n  3 8 rlineto\n  closepath\n  eofill\n  stroke\n} def\n\n/out % draws an output connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight add\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto \n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/in % draws an input connector for the block at (arg1,arg2)\n{\n  newpath\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul disty 2 div sub\n  /y exch def\n  /x exch def\n  x y moveto\n  0 disty 2 div rlineto\n  stroke\n  1 eq { x y disty 2 div add arrow } if\n} def\n\n/hedge\n{\n  exch xspacing mul xoffset add boxwidth 2 div add\n  exch yspacing mul boxheight 2 div sub\n  /y exch def\n  /x exch def\n  newpath\n  x y moveto\n  boxwidth 2 div distx add 0 rlineto\n  stroke\n  1 eq\n  { newpath x boxwidth 2 div distx add add y moveto\n    -8 3 rlineto\n    0 -6 rlineto\n    8 3 rlineto\n    closepath\n    eofill\n    stroke\n  } if\n} def\n\n/vedge\n{\n  /ye exch def\n  /ys exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add dup\n  ys yspacing mul boxheight 2 div sub\n  moveto\n  ye yspacing mul boxheight 2 div sub\n  lineto\n  stroke\n} def\n\n/conn % connections the blocks from col `arg1' to `arg2' of row `arg3'\n{\n  /ys exch def\n  /xe exch def\n  /xs exch def\n  newpath\n  xs xspacing mul xoffset add boxwidth 2 div add\n  ys yspacing mul disty 2 div sub\n  moveto\n  xspacing xe xs sub mul 0\n  rlineto\n  stroke\n} def\n\n% ----- main ------\n\nboxfont setfont\n1 boundaspect scale\n(collision.wall.Wall) cw\n(Sprite) cw\n/boxwidth boxwidth marginwidth 2 mul add def\n/xspacing boxwidth distx add def\n/yspacing boxheight disty add def\n/scalefactor \n  boxwidth cols mul distx cols 1 sub mul add\n  boxheight rows mul disty rows 1 sub mul add boundaspect mul \n  max def\nboundx scalefactor div boundy scalefactor div scale\n\n% ----- classes -----\n\n (collision.wall.Wall) 0.000000 0.000000 box\n (Sprite) 0.000000 1.000000 box\n\n% ----- relations -----\n\nsolid\n0 0.000000 0.000000 out\nsolid\n1 0.000000 1.000000 in\n"
  },
  {
    "path": "Doc/Design/MIS/latex/classcollision_1_1wall_1_1_wall.tex",
    "content": "\\hypertarget{classcollision_1_1wall_1_1_wall}{}\\section{collision.\\+wall.\\+Wall Class Reference}\n\\label{classcollision_1_1wall_1_1_wall}\\index{collision.\\+wall.\\+Wall@{collision.\\+wall.\\+Wall}}\n\n\nThis class represents the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class for collision for objects in the environment.  \n\n\nInheritance diagram for collision.\\+wall.\\+Wall\\+:\\begin{figure}[H]\n\\begin{center}\n\\leavevmode\n\\includegraphics[height=2.000000cm]{classcollision_1_1wall_1_1_wall}\n\\end{center}\n\\end{figure}\n\\subsection*{Public Member Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{classcollision_1_1wall_1_1_wall_a9e55a33a1a456adb22a7dadc4f26be4c}{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+} (self, x, y, w, h, sprite)\n\\begin{DoxyCompactList}\\small\\item\\em Constructor for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class. \\end{DoxyCompactList}\\item \ndef \\hyperlink{classcollision_1_1wall_1_1_wall_a9514acfca4d222ec8d838d7bb29aeb1e}{collision} (self, i)\n\\begin{DoxyCompactList}\\small\\item\\em This method checks for collision with the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object and other sprite object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Public Attributes}\n\\begin{DoxyCompactItemize}\n\\item \n\\hyperlink{classcollision_1_1wall_1_1_wall_ac5d61504c644c284d3fb0b67e9bcc1c3}{image}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the sprite image for \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object. \\end{DoxyCompactList}\\item \n\\hyperlink{classcollision_1_1wall_1_1_wall_a7bdfce57724f53f3b0879e12f2f3b78e}{rect}\n\\begin{DoxyCompactList}\\small\\item\\em This represents rectangle for position for the sprite image of the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object. \\end{DoxyCompactList}\\item \n\\hyperlink{classcollision_1_1wall_1_1_wall_aacfb0da0a2fa307f54a571348a0df427}{id}\n\\begin{DoxyCompactList}\\small\\item\\em This represents the ID for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object, ised for collision in {\\bfseries main.\\+py}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nThis class represents the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class for collision for objects in the environment. \n\nThe \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class uses the base class for visible game objects from Pygame library. \n\n\\subsection{Constructor \\& Destructor Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1wall_1_1_wall_a9e55a33a1a456adb22a7dadc4f26be4c}\\label{classcollision_1_1wall_1_1_wall_a9e55a33a1a456adb22a7dadc4f26be4c}} \n\\index{collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}!\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}}\n\\index{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+@{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+}!collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}}\n\\subsubsection{\\texorpdfstring{\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+()}{\\_\\_init\\_\\_()}}\n{\\footnotesize\\ttfamily def collision.\\+wall.\\+Wall.\\+\\_\\+\\+\\_\\+init\\+\\_\\+\\+\\_\\+ (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{x,  }\\item[{}]{y,  }\\item[{}]{w,  }\\item[{}]{h,  }\\item[{}]{sprite }\\end{DoxyParamCaption})}\n\n\n\nConstructor for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class. \n\nConstructor for \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class initializes a \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object based on the x/y location and the width/height of the wall, and the sprite the collision for the wall will be created upon. \n\\begin{DoxyParams}{Parameters}\n{\\em x} & This represents the integer value for the x-\\/location for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object to be created. \\\\\n\\hline\n{\\em y} & This represents the integer value for the y-\\/location for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object to be created. \\\\\n\\hline\n{\\em w} & This represents the integer value for the width of the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object when created. \\\\\n\\hline\n{\\em h} & This represents the integer value for the height of the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object when created. \\\\\n\\hline\n{\\em sprite} & This represents the sprite that the collison for a \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} will be present upon at all times. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Function Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1wall_1_1_wall_a9514acfca4d222ec8d838d7bb29aeb1e}\\label{classcollision_1_1wall_1_1_wall_a9514acfca4d222ec8d838d7bb29aeb1e}} \n\\index{collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}!collision@{collision}}\n\\index{collision@{collision}!collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}}\n\\subsubsection{\\texorpdfstring{collision()}{collision()}}\n{\\footnotesize\\ttfamily def collision.\\+wall.\\+Wall.\\+collision (\\begin{DoxyParamCaption}\\item[{}]{self,  }\\item[{}]{i }\\end{DoxyParamCaption})}\n\n\n\nThis method checks for collision with the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object and other sprite object. \n\nThe collision will be checked with the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} and other sprite object as the object collides with the wall. \n\\begin{DoxyParams}{Parameters}\n{\\em i} & This is the sprite object that is passed into the method, and checks if the object is colliding with the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object, reseting the sprite objects location accordingly. \\\\\n\\hline\n\\end{DoxyParams}\n\n\n\\subsection{Member Data Documentation}\n\\mbox{\\Hypertarget{classcollision_1_1wall_1_1_wall_aacfb0da0a2fa307f54a571348a0df427}\\label{classcollision_1_1wall_1_1_wall_aacfb0da0a2fa307f54a571348a0df427}} \n\\index{collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}!id@{id}}\n\\index{id@{id}!collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}}\n\\subsubsection{\\texorpdfstring{id}{id}}\n{\\footnotesize\\ttfamily collision.\\+wall.\\+Wall.\\+id}\n\n\n\nThis represents the ID for the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object, ised for collision in {\\bfseries main.\\+py}. \n\n\\mbox{\\Hypertarget{classcollision_1_1wall_1_1_wall_ac5d61504c644c284d3fb0b67e9bcc1c3}\\label{classcollision_1_1wall_1_1_wall_ac5d61504c644c284d3fb0b67e9bcc1c3}} \n\\index{collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}!image@{image}}\n\\index{image@{image}!collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}}\n\\subsubsection{\\texorpdfstring{image}{image}}\n{\\footnotesize\\ttfamily collision.\\+wall.\\+Wall.\\+image}\n\n\n\nThis represents the sprite image for \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object. \n\n\\mbox{\\Hypertarget{classcollision_1_1wall_1_1_wall_a7bdfce57724f53f3b0879e12f2f3b78e}\\label{classcollision_1_1wall_1_1_wall_a7bdfce57724f53f3b0879e12f2f3b78e}} \n\\index{collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}!rect@{rect}}\n\\index{rect@{rect}!collision\\+::wall\\+::\\+Wall@{collision\\+::wall\\+::\\+Wall}}\n\\subsubsection{\\texorpdfstring{rect}{rect}}\n{\\footnotesize\\ttfamily collision.\\+wall.\\+Wall.\\+rect}\n\n\n\nThis represents rectangle for position for the sprite image of the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} object. \n\n\n\nThe documentation for this class was generated from the following file\\+:\\begin{DoxyCompactItemize}\n\\item \nsrc/collision/\\hyperlink{wall_8py}{wall.\\+py}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/colour_8py.tex",
    "content": "\\hypertarget{colour_8py}{}\\section{src/config/colour.py File Reference}\n\\label{colour_8py}\\index{src/config/colour.\\+py@{src/config/colour.\\+py}}\n\n\nColour Constants  \n\n\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{colour_8py_abad373205213ac51a0775bf90c437bb5}\\label{colour_8py_abad373205213ac51a0775bf90c437bb5}} \ntuple \\hyperlink{colour_8py_abad373205213ac51a0775bf90c437bb5}{config.\\+colour.\\+W\\+H\\+I\\+TE} = (255, 255, 255)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the colour white. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nColour Constants \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/constants_8py.tex",
    "content": "\\hypertarget{constants_8py}{}\\section{src/actor/constants.py File Reference}\n\\label{constants_8py}\\index{src/actor/constants.\\+py@{src/actor/constants.\\+py}}\n\n\nActor Constants  \n\n\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{constants_8py_ae71d2029c380cc32edb39761eea144c7}\\label{constants_8py_ae71d2029c380cc32edb39761eea144c7}} \ntuple \\hyperlink{constants_8py_ae71d2029c380cc32edb39761eea144c7}{actor.\\+constants.\\+B\\+L\\+A\\+CK} = (0,0,0)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the colour black. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ae679126f031fb5e4b7b7052cebc007f5}\\label{constants_8py_ae679126f031fb5e4b7b7052cebc007f5}} \ntuple \\hyperlink{constants_8py_ae679126f031fb5e4b7b7052cebc007f5}{actor.\\+constants.\\+W\\+H\\+I\\+TE} = (255, 255, 255)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the colour white. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a0695b37bc9ae4be561603acef62e0c68}\\label{constants_8py_a0695b37bc9ae4be561603acef62e0c68}} \ntuple \\hyperlink{constants_8py_a0695b37bc9ae4be561603acef62e0c68}{actor.\\+constants.\\+P\\+U\\+R\\+P\\+LE} = (255, 50, 255)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the colour purple. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_aba1696eb35fbc68af86408867b31bae7}\\label{constants_8py_aba1696eb35fbc68af86408867b31bae7}} \ntuple \\hyperlink{constants_8py_aba1696eb35fbc68af86408867b31bae7}{actor.\\+constants.\\+R\\+ED} = (255, 50, 50)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the colour red. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a5d7243c9c2aed56f435132ef62b0c7ac}\\label{constants_8py_a5d7243c9c2aed56f435132ef62b0c7ac}} \ntuple \\hyperlink{constants_8py_a5d7243c9c2aed56f435132ef62b0c7ac}{actor.\\+constants.\\+B\\+L\\+UE} = (0,0,255)\n\\begin{DoxyCompactList}\\small\\item\\em Defines the color blue. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a64ae3dfc2b38d5bb0ec434214290f630}\\label{constants_8py_a64ae3dfc2b38d5bb0ec434214290f630}} \nint \\hyperlink{constants_8py_a64ae3dfc2b38d5bb0ec434214290f630}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+W\\+I\\+D\\+TH} = 15\n\\begin{DoxyCompactList}\\small\\item\\em Defines the player\\textquotesingle{}s width. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a55e4ca1a569ea8638da052b2df17f71d}\\label{constants_8py_a55e4ca1a569ea8638da052b2df17f71d}} \nint \\hyperlink{constants_8py_a55e4ca1a569ea8638da052b2df17f71d}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+H\\+E\\+I\\+G\\+HT} = 15\n\\begin{DoxyCompactList}\\small\\item\\em Defines the player\\textquotesingle{}s height. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_acfa1b36f657fbaa9eadc9af635c11855}\\label{constants_8py_acfa1b36f657fbaa9eadc9af635c11855}} \nint \\hyperlink{constants_8py_acfa1b36f657fbaa9eadc9af635c11855}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+S\\+P\\+E\\+ED} = 2\n\\begin{DoxyCompactList}\\small\\item\\em Defines the player\\textquotesingle{}s speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a70070536899bc058cb90821397728a10}\\label{constants_8py_a70070536899bc058cb90821397728a10}} \nint \\hyperlink{constants_8py_a70070536899bc058cb90821397728a10}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+M\\+A\\+X\\+\\_\\+\\+HP} = 3\n\\begin{DoxyCompactList}\\small\\item\\em Defines the player\\textquotesingle{}s max hp. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a8d40555767665b05f87d70c5c0572005}\\label{constants_8py_a8d40555767665b05f87d70c5c0572005}} \nint \\hyperlink{constants_8py_a8d40555767665b05f87d70c5c0572005}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+D\\+O\\+O\\+R\\+C\\+O\\+U\\+NT} = 20\n\\begin{DoxyCompactList}\\small\\item\\em Defines how many frames the player collides with a locked door before a key is used. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_aee5a4b60ba93c9c3295946acb6e9496f}\\label{constants_8py_aee5a4b60ba93c9c3295946acb6e9496f}} \nint \\hyperlink{constants_8py_aee5a4b60ba93c9c3295946acb6e9496f}{actor.\\+constants.\\+P\\+L\\+A\\+Y\\+E\\+R\\+\\_\\+\\+S\\+P\\+A\\+W\\+N\\+C\\+O\\+U\\+NT} = 8\n\\begin{DoxyCompactList}\\small\\item\\em Defines how long the player is uncontrollable for when entering a new room (movement to walk out of door) \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a9c1056060510048b07f32fb99ca8b93e}\\label{constants_8py_a9c1056060510048b07f32fb99ca8b93e}} \nint \\hyperlink{constants_8py_a9c1056060510048b07f32fb99ca8b93e}{actor.\\+constants.\\+H\\+I\\+T\\+\\_\\+\\+S\\+P\\+E\\+ED} = 12\n\\begin{DoxyCompactList}\\small\\item\\em Defines the speed of the knock back applied per frame. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a1ce3bee717c1f2397fa5bf2231469675}\\label{constants_8py_a1ce3bee717c1f2397fa5bf2231469675}} \nint \\hyperlink{constants_8py_a1ce3bee717c1f2397fa5bf2231469675}{actor.\\+constants.\\+H\\+I\\+T\\+\\_\\+\\+T\\+I\\+ME} = 5\n\\begin{DoxyCompactList}\\small\\item\\em Defines the number of frames hit speed is applied for. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a0d0f589e01cad8a0a5ef1a54253bcf13}\\label{constants_8py_a0d0f589e01cad8a0a5ef1a54253bcf13}} \nint \\hyperlink{constants_8py_a0d0f589e01cad8a0a5ef1a54253bcf13}{actor.\\+constants.\\+H\\+I\\+T\\+\\_\\+\\+I\\+F\\+R\\+A\\+ME} = 30\n\\begin{DoxyCompactList}\\small\\item\\em Defines the number of iframes. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab4602bdb853159facf6971c2f7daec55}\\label{constants_8py_ab4602bdb853159facf6971c2f7daec55}} \nint \\hyperlink{constants_8py_ab4602bdb853159facf6971c2f7daec55}{actor.\\+constants.\\+A\\+T\\+K\\+\\_\\+\\+W\\+I\\+D\\+TH} = 15\n\\begin{DoxyCompactList}\\small\\item\\em Defines the width of the attack hitbox. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_af8a4f20f7d0cc886ded420fdccd62469}\\label{constants_8py_af8a4f20f7d0cc886ded420fdccd62469}} \nint \\hyperlink{constants_8py_af8a4f20f7d0cc886ded420fdccd62469}{actor.\\+constants.\\+A\\+T\\+K\\+\\_\\+\\+H\\+E\\+I\\+G\\+HT} = 15\n\\begin{DoxyCompactList}\\small\\item\\em Defines the height of the attack hitbox. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ae1aa209a8b0a492caf4f0567b0dad1b6}\\label{constants_8py_ae1aa209a8b0a492caf4f0567b0dad1b6}} \nint \\hyperlink{constants_8py_ae1aa209a8b0a492caf4f0567b0dad1b6}{actor.\\+constants.\\+A\\+T\\+K\\+\\_\\+\\+L\\+E\\+N\\+G\\+TH} = 10\n\\begin{DoxyCompactList}\\small\\item\\em Defines the number of frames the hit stays out for. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a93a5a6694fa613e1a2385a3c936809db}\\label{constants_8py_a93a5a6694fa613e1a2385a3c936809db}} \nint \\hyperlink{constants_8py_a93a5a6694fa613e1a2385a3c936809db}{actor.\\+constants.\\+A\\+T\\+K\\+\\_\\+\\+B\\+U\\+F\\+F\\+ER} = 20\n\\begin{DoxyCompactList}\\small\\item\\em Defines the number of frames before the next attack can start. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a0aead92b9865fc807173af637b365530}\\label{constants_8py_a0aead92b9865fc807173af637b365530}} \nint \\hyperlink{constants_8py_a0aead92b9865fc807173af637b365530}{actor.\\+constants.\\+B\\+O\\+O\\+M\\+\\_\\+\\+S\\+P\\+E\\+ED} = 9\n\\begin{DoxyCompactList}\\small\\item\\em Defines the bommerang speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a18ae93c0c81c57a2de047bf6d0eef0a3}\\label{constants_8py_a18ae93c0c81c57a2de047bf6d0eef0a3}} \nfloat \\hyperlink{constants_8py_a18ae93c0c81c57a2de047bf6d0eef0a3}{actor.\\+constants.\\+B\\+O\\+O\\+M\\+\\_\\+\\+R\\+E\\+T\\+U\\+RN} = 0.\\+3\n\\begin{DoxyCompactList}\\small\\item\\em Defines the acceleration in the opposite direction of the bommerang\\textquotesingle{}s travel path. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab3529cfd84b6fa799b34da57d6487c89}\\label{constants_8py_ab3529cfd84b6fa799b34da57d6487c89}} \nint \\hyperlink{constants_8py_ab3529cfd84b6fa799b34da57d6487c89}{actor.\\+constants.\\+G\\+L\\+O\\+B\\+A\\+L\\+\\_\\+\\+F\\+R\\+A\\+M\\+E\\+\\_\\+\\+B\\+U\\+F\\+F\\+ER} = 12\n\\begin{DoxyCompactList}\\small\\item\\em Coordinate Divisor that determines range in which next sprite should render. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ae87d798b9e0dfce36114c5efd5a79efd}\\label{constants_8py_ae87d798b9e0dfce36114c5efd5a79efd}} \nint \\hyperlink{constants_8py_ae87d798b9e0dfce36114c5efd5a79efd}{actor.\\+constants.\\+K\\+E\\+E\\+S\\+E\\+\\_\\+\\+M\\+A\\+X\\+\\_\\+\\+HP} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s max hp. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_aac73f9ade593b01a50d64b5c5cab762f}\\label{constants_8py_aac73f9ade593b01a50d64b5c5cab762f}} \nfloat \\hyperlink{constants_8py_aac73f9ade593b01a50d64b5c5cab762f}{actor.\\+constants.\\+K\\+E\\+E\\+S\\+E\\+\\_\\+\\+D\\+MG} = 0.\\+5\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a769b7abc804a214b43c5f235db8f9f43}\\label{constants_8py_a769b7abc804a214b43c5f235db8f9f43}} \nint \\hyperlink{constants_8py_a769b7abc804a214b43c5f235db8f9f43}{actor.\\+constants.\\+K\\+E\\+E\\+S\\+E\\+\\_\\+\\+M\\+A\\+X\\+\\_\\+\\+S\\+P\\+E\\+ED} = 2\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s max speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab652b667f5566e379eed42daf759b3f0}\\label{constants_8py_ab652b667f5566e379eed42daf759b3f0}} \nint \\hyperlink{constants_8py_ab652b667f5566e379eed42daf759b3f0}{actor.\\+constants.\\+K\\+E\\+E\\+S\\+E\\+\\_\\+\\+M\\+I\\+N\\+\\_\\+\\+S\\+P\\+E\\+ED} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s min speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a8cdbc33ae8c0cd8299fea64e6584cbb2}\\label{constants_8py_a8cdbc33ae8c0cd8299fea64e6584cbb2}} \nint \\hyperlink{constants_8py_a8cdbc33ae8c0cd8299fea64e6584cbb2}{actor.\\+constants.\\+A\\+C\\+C\\+E\\+P\\+T\\+A\\+B\\+L\\+E\\+\\_\\+\\+R\\+A\\+D\\+I\\+US} = 20\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s minimum magnitude from its determined travel point before stopping. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab460931b2f8a7565fd455700d80ca1c2}\\label{constants_8py_ab460931b2f8a7565fd455700d80ca1c2}} \nint \\hyperlink{constants_8py_ab460931b2f8a7565fd455700d80ca1c2}{actor.\\+constants.\\+K\\+E\\+E\\+S\\+E\\+\\_\\+\\+M\\+A\\+G\\+N\\+I\\+T\\+U\\+D\\+E\\+\\_\\+\\+M\\+IN} = 200\n\\begin{DoxyCompactList}\\small\\item\\em Defines the keese\\textquotesingle{}s minimum magnitude for selecting its next travel point. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a61050d208cd3f976497edcd0c9460ba0}\\label{constants_8py_a61050d208cd3f976497edcd0c9460ba0}} \nint \\hyperlink{constants_8py_a61050d208cd3f976497edcd0c9460ba0}{actor.\\+constants.\\+S\\+T\\+A\\+L\\+F\\+O\\+S\\+\\_\\+\\+M\\+A\\+X\\+\\_\\+\\+HP} = 2\n\\begin{DoxyCompactList}\\small\\item\\em Defines the stalfos\\textquotesingle{} max hp. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab4f14982f7642c46aa78f94abeb4bc6b}\\label{constants_8py_ab4f14982f7642c46aa78f94abeb4bc6b}} \nint \\hyperlink{constants_8py_ab4f14982f7642c46aa78f94abeb4bc6b}{actor.\\+constants.\\+S\\+T\\+A\\+L\\+F\\+O\\+S\\+\\_\\+\\+D\\+MG} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the stalfos\\textquotesingle{} damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_adf85e68c9f7682e6e3f58876a0eac461}\\label{constants_8py_adf85e68c9f7682e6e3f58876a0eac461}} \nint \\hyperlink{constants_8py_adf85e68c9f7682e6e3f58876a0eac461}{actor.\\+constants.\\+S\\+T\\+A\\+L\\+F\\+O\\+S\\+\\_\\+\\+S\\+P\\+E\\+ED} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the stalfos\\textquotesingle{} speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a2b2fa6dcc70e36ce456b3ec1acdd5c0a}\\label{constants_8py_a2b2fa6dcc70e36ce456b3ec1acdd5c0a}} \nint \\hyperlink{constants_8py_a2b2fa6dcc70e36ce456b3ec1acdd5c0a}{actor.\\+constants.\\+S\\+T\\+A\\+L\\+F\\+O\\+S\\+\\_\\+\\+H\\+I\\+T\\+\\_\\+\\+S\\+P\\+E\\+ED} = 10\n\\begin{DoxyCompactList}\\small\\item\\em Defines the stalfos\\textquotesingle{} speed during knockback. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a74ebaa78c2254154db22bc2b26ac5ec4}\\label{constants_8py_a74ebaa78c2254154db22bc2b26ac5ec4}} \nint \\hyperlink{constants_8py_a74ebaa78c2254154db22bc2b26ac5ec4}{actor.\\+constants.\\+E\\+N\\+E\\+M\\+Y\\+\\_\\+\\+S\\+T\\+U\\+N\\+C\\+O\\+U\\+NT} = 35\n\\begin{DoxyCompactList}\\small\\item\\em Length of frames an enemy will be stunned for when hit by a boomerang. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a6798a2ba15f37026a428d4ae33b36385}\\label{constants_8py_a6798a2ba15f37026a428d4ae33b36385}} \nint \\hyperlink{constants_8py_a6798a2ba15f37026a428d4ae33b36385}{actor.\\+constants.\\+A\\+Q\\+U\\+A\\+M\\+E\\+N\\+T\\+U\\+S\\+\\_\\+\\+M\\+A\\+X\\+\\_\\+\\+HP} = 5\n\\begin{DoxyCompactList}\\small\\item\\em Defines the aquamentus\\textquotesingle{} max hp. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_a1af2813819c1f74c0c03e4c28e688c7e}\\label{constants_8py_a1af2813819c1f74c0c03e4c28e688c7e}} \nint \\hyperlink{constants_8py_a1af2813819c1f74c0c03e4c28e688c7e}{actor.\\+constants.\\+A\\+Q\\+U\\+A\\+M\\+E\\+N\\+T\\+U\\+S\\+\\_\\+\\+D\\+MG} = 2\n\\begin{DoxyCompactList}\\small\\item\\em Defines the aquamentus\\textquotesingle{} damage. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_afd41761bdc5ad8caadf945e8a0dd3e7c}\\label{constants_8py_afd41761bdc5ad8caadf945e8a0dd3e7c}} \nint \\hyperlink{constants_8py_afd41761bdc5ad8caadf945e8a0dd3e7c}{actor.\\+constants.\\+A\\+Q\\+U\\+A\\+M\\+E\\+N\\+T\\+U\\+S\\+\\_\\+\\+S\\+P\\+E\\+ED} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the aquamentus\\textquotesingle{} speed. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{constants_8py_ab459379ba3104f11ba93721fc14c2c7c}\\label{constants_8py_ab459379ba3104f11ba93721fc14c2c7c}} \nint \\hyperlink{constants_8py_ab459379ba3104f11ba93721fc14c2c7c}{actor.\\+constants.\\+F\\+I\\+R\\+E\\+B\\+A\\+L\\+L\\+\\_\\+\\+D\\+MG} = 1\n\\begin{DoxyCompactList}\\small\\item\\em Defines the fireballs damage. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nActor Constants \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018\n\\end{DoxyDate}\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 9 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/dir_68267d1309a1af8e8297ef4c3efbcdba.tex",
    "content": "\\hypertarget{dir_68267d1309a1af8e8297ef4c3efbcdba}{}\\section{src Directory Reference}\n\\label{dir_68267d1309a1af8e8297ef4c3efbcdba}\\index{src Directory Reference@{src Directory Reference}}\n\\subsection*{Directories}\n\\begin{DoxyCompactItemize}\n\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/dir_7bdefc09624a65e4879833850a61ce04.tex",
    "content": "\\hypertarget{dir_7bdefc09624a65e4879833850a61ce04}{}\\section{src/collision Directory Reference}\n\\label{dir_7bdefc09624a65e4879833850a61ce04}\\index{src/collision Directory Reference@{src/collision Directory Reference}}\n\\subsection*{Files}\n\\begin{DoxyCompactItemize}\n\\item \nfile \\hyperlink{door_8py}{door.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Door \\end{DoxyCompactList}\\item \nfile \\hyperlink{level_8py}{level.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Background \\end{DoxyCompactList}\\item \nfile \\hyperlink{levelmanager_8py}{levelmanager.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Level Master Creator \\end{DoxyCompactList}\\item \nfile \\hyperlink{wall_8py}{wall.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Wall Class \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/dir_7e83d1792d529f4aa7126ac7e0b3b699.tex",
    "content": "\\hypertarget{dir_7e83d1792d529f4aa7126ac7e0b3b699}{}\\section{src/config Directory Reference}\n\\label{dir_7e83d1792d529f4aa7126ac7e0b3b699}\\index{src/config Directory Reference@{src/config Directory Reference}}\n\\subsection*{Files}\n\\begin{DoxyCompactItemize}\n\\item \nfile \\hyperlink{colour_8py}{colour.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Colour Constants \\end{DoxyCompactList}\\item \nfile \\hyperlink{window_8py}{window.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Window Constants \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/dir_8b3787363fadf95d9e54890e1424c9de.tex",
    "content": "\\hypertarget{dir_8b3787363fadf95d9e54890e1424c9de}{}\\section{src/actor Directory Reference}\n\\label{dir_8b3787363fadf95d9e54890e1424c9de}\\index{src/actor Directory Reference@{src/actor Directory Reference}}\n\\subsection*{Files}\n\\begin{DoxyCompactItemize}\n\\item \nfile \\hyperlink{aquamentus_8py}{aquamentus.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Aquamentus Boss \\end{DoxyCompactList}\\item \nfile \\hyperlink{boomerang_8py}{boomerang.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Boomerang Weapon \\end{DoxyCompactList}\\item \nfile \\hyperlink{boss_8py}{boss.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Boss Template \\end{DoxyCompactList}\\item \nfile \\hyperlink{constants_8py}{constants.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Actor Constants \\end{DoxyCompactList}\\item \nfile \\hyperlink{enemy_8py}{enemy.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Enemy Template \\end{DoxyCompactList}\\item \nfile \\hyperlink{fireball_8py}{fireball.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Fireball object \\end{DoxyCompactList}\\item \nfile \\hyperlink{healthbar_8py}{healthbar.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Health\\+Bar Class \\end{DoxyCompactList}\\item \nfile \\hyperlink{item_8py}{item.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Consumable Items \\end{DoxyCompactList}\\item \nfile \\hyperlink{keese_8py}{keese.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Keese Enemy \\end{DoxyCompactList}\\item \nfile \\hyperlink{player_8py}{player.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Playable Characer \\end{DoxyCompactList}\\item \nfile \\hyperlink{rupee_8py}{rupee.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Rupee\\+\\_\\+\\+Bar Class \\end{DoxyCompactList}\\item \nfile \\hyperlink{spritesheet_8py}{spritesheet.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Sprite\\+Sheet Class \\end{DoxyCompactList}\\item \nfile \\hyperlink{stalfos_8py}{stalfos.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Stalfos Enemy \\end{DoxyCompactList}\\item \nfile \\hyperlink{sword_8py}{sword.\\+py}\n\\begin{DoxyCompactList}\\small\\item\\em Player Sword \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n"
  },
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    "path": "Doc/Design/MIS/latex/door_8py.tex",
    "content": "\\hypertarget{door_8py}{}\\section{src/collision/door.py File Reference}\n\\label{door_8py}\\index{src/collision/door.\\+py@{src/collision/door.\\+py}}\n\n\nDungeon Door  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classcollision_1_1door_1_1_door}{collision.\\+door.\\+Door}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon \\hyperlink{classcollision_1_1door_1_1_door}{Door} Class  This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and traverse to other rooms within the dungeon. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon Door \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
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Color used for table heading\n\\newcommand{\\tableheadbgcolor}{lightgray}%\n\n% Version of hypertarget with correct landing location\n\\newcommand{\\Hypertarget}[1]{\\Hy@raisedlink{\\hypertarget{#1}{}}}\n\n% Define caption that is also suitable in a table\n\\makeatletter\n\\def\\doxyfigcaption{%\n\\refstepcounter{figure}%\n\\@dblarg{\\@caption{figure}}}\n\\makeatother\n"
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    "path": "Doc/Design/MIS/latex/enemy_8py.tex",
    "content": "\\hypertarget{enemy_8py}{}\\section{src/actor/enemy.py File Reference}\n\\label{enemy_8py}\\index{src/actor/enemy.\\+py@{src/actor/enemy.\\+py}}\n\n\nEnemy Template  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1enemy_1_1_enemy}{actor.\\+enemy.\\+Enemy}\n\\begin{DoxyCompactList}\\small\\item\\em Superclass for representing an \\hyperlink{classactor_1_1enemy_1_1_enemy}{Enemy}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nEnemy Template \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/files.tex",
    "content": "\\section{File List}\nHere is a list of all documented files with brief descriptions\\+:\\begin{DoxyCompactList}\n\\item\\contentsline{section}{src/actor/\\hyperlink{aquamentus_8py}{aquamentus.\\+py} \\\\*Aquamentus Boss }{\\pageref{aquamentus_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{boomerang_8py}{boomerang.\\+py} \\\\*Boomerang Weapon }{\\pageref{boomerang_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{boss_8py}{boss.\\+py} \\\\*Boss Template }{\\pageref{boss_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{constants_8py}{constants.\\+py} \\\\*Actor Constants }{\\pageref{constants_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{enemy_8py}{enemy.\\+py} \\\\*Enemy Template }{\\pageref{enemy_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{fireball_8py}{fireball.\\+py} \\\\*Fireball object }{\\pageref{fireball_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{healthbar_8py}{healthbar.\\+py} \\\\*Health\\+Bar Class }{\\pageref{healthbar_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{item_8py}{item.\\+py} \\\\*Consumable Items }{\\pageref{item_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{keese_8py}{keese.\\+py} \\\\*Keese Enemy }{\\pageref{keese_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{player_8py}{player.\\+py} \\\\*Playable Characer }{\\pageref{player_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{rupee_8py}{rupee.\\+py} \\\\*Rupee\\+\\_\\+\\+Bar Class }{\\pageref{rupee_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{spritesheet_8py}{spritesheet.\\+py} \\\\*Sprite\\+Sheet Class }{\\pageref{spritesheet_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{stalfos_8py}{stalfos.\\+py} \\\\*Stalfos Enemy }{\\pageref{stalfos_8py}}{}\n\\item\\contentsline{section}{src/actor/\\hyperlink{sword_8py}{sword.\\+py} \\\\*Player Sword }{\\pageref{sword_8py}}{}\n\\item\\contentsline{section}{src/collision/\\hyperlink{door_8py}{door.\\+py} \\\\*Dungeon Door }{\\pageref{door_8py}}{}\n\\item\\contentsline{section}{src/collision/\\hyperlink{level_8py}{level.\\+py} \\\\*Dungeon Background }{\\pageref{level_8py}}{}\n\\item\\contentsline{section}{src/collision/\\hyperlink{levelmanager_8py}{levelmanager.\\+py} \\\\*Dungeon Level Master Creator }{\\pageref{levelmanager_8py}}{}\n\\item\\contentsline{section}{src/collision/\\hyperlink{wall_8py}{wall.\\+py} \\\\*Wall Class }{\\pageref{wall_8py}}{}\n\\item\\contentsline{section}{src/config/\\hyperlink{colour_8py}{colour.\\+py} \\\\*Colour Constants }{\\pageref{colour_8py}}{}\n\\item\\contentsline{section}{src/config/\\hyperlink{window_8py}{window.\\+py} \\\\*Window Constants }{\\pageref{window_8py}}{}\n\\end{DoxyCompactList}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/fireball_8py.tex",
    "content": "\\hypertarget{fireball_8py}{}\\section{src/actor/fireball.py File Reference}\n\\label{fireball_8py}\\index{src/actor/fireball.\\+py@{src/actor/fireball.\\+py}}\n\n\nFireball object  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1fireball_1_1_fireball}{actor.\\+fireball.\\+Fireball}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball} object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{fireball_8py_add7cb65715bca6402d2923671e4c5542}{actor.\\+fireball.\\+populate\\+Sprites} ()\n\\begin{DoxyCompactList}\\small\\item\\em Creates the sprite list for \\hyperlink{classactor_1_1fireball_1_1_fireball}{Fireball}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{fireball_8py_a230ba1787164cd045f5e07eaf57a1d51}\\label{fireball_8py_a230ba1787164cd045f5e07eaf57a1d51}} \nstring {\\bfseries actor.\\+fireball.\\+S\\+P\\+R\\+I\\+T\\+E\\+\\_\\+\\+M\\+AP} = \\textquotesingle{}src/actor/sprites/fireball.\\+png\\textquotesingle{}\n\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nFireball object \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n\n\n\\subsection{Function Documentation}\n\\mbox{\\Hypertarget{fireball_8py_file_add7cb65715bca6402d2923671e4c5542}\\label{fireball_8py_file_add7cb65715bca6402d2923671e4c5542}} \n\\index{fireball.\\+py@{fireball.\\+py}!populate\\+Sprites@{populate\\+Sprites}}\n\\index{populate\\+Sprites@{populate\\+Sprites}!fireball.\\+py@{fireball.\\+py}}\n\\subsubsection{\\texorpdfstring{populate\\+Sprites()}{populateSprites()}}\n{\\footnotesize\\ttfamily def actor.\\+fireball.\\+populate\\+Sprites (\\begin{DoxyParamCaption}{ }\\end{DoxyParamCaption})}\n\n\n\nCreates the sprite list for Fireball. \n\nIterates through a sprite sheet to pull images for the sprite array \\begin{DoxyReturn}{Returns}\nsprites Array if the sprites that represent the Fireball \n\\end{DoxyReturn}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/healthbar_8py.tex",
    "content": "\\hypertarget{healthbar_8py}{}\\section{src/actor/healthbar.py File Reference}\n\\label{healthbar_8py}\\index{src/actor/healthbar.\\+py@{src/actor/healthbar.\\+py}}\n\n\nHealth\\+Bar Class  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1healthbar_1_1_health___bar}{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the Health\\+Bar for the user controlled player character. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nHealth\\+Bar Class \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/hierarchy.tex",
    "content": "\\section{Class Hierarchy}\nThis inheritance list is sorted roughly, but not completely, alphabetically\\+:\\begin{DoxyCompactList}\n\\item \\contentsline{section}{collision.\\+levelmanager.\\+Level\\+Manager}{\\pageref{classcollision_1_1levelmanager_1_1_level_manager}}{}\n\\item object\\begin{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+spritesheet.\\+Sprite\\+Sheet}{\\pageref{classactor_1_1spritesheet_1_1_sprite_sheet}}{}\n\\end{DoxyCompactList}\n\\item Sprite\\begin{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+boomerang.\\+Boomerang}{\\pageref{classactor_1_1boomerang_1_1_boomerang}}{}\n\\item \\contentsline{section}{actor.\\+boss.\\+Boss}{\\pageref{classactor_1_1boss_1_1_boss}}{}\n\\begin{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+aquamentus.\\+Aquamentus}{\\pageref{classactor_1_1aquamentus_1_1_aquamentus}}{}\n\\end{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+enemy.\\+Enemy}{\\pageref{classactor_1_1enemy_1_1_enemy}}{}\n\\begin{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+keese.\\+Keese}{\\pageref{classactor_1_1keese_1_1_keese}}{}\n\\item \\contentsline{section}{actor.\\+stalfos.\\+Stalfos}{\\pageref{classactor_1_1stalfos_1_1_stalfos}}{}\n\\end{DoxyCompactList}\n\\item \\contentsline{section}{actor.\\+fireball.\\+Fireball}{\\pageref{classactor_1_1fireball_1_1_fireball}}{}\n\\item \\contentsline{section}{actor.\\+healthbar.\\+Health\\+\\_\\+\\+Bar}{\\pageref{classactor_1_1healthbar_1_1_health___bar}}{}\n\\item \\contentsline{section}{actor.\\+item.\\+Item}{\\pageref{classactor_1_1item_1_1_item}}{}\n\\item \\contentsline{section}{actor.\\+player.\\+Player}{\\pageref{classactor_1_1player_1_1_player}}{}\n\\item \\contentsline{section}{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar}{\\pageref{classactor_1_1rupee_1_1_rupee___bar}}{}\n\\item \\contentsline{section}{actor.\\+sword.\\+Sword}{\\pageref{classactor_1_1sword_1_1_sword}}{}\n\\item \\contentsline{section}{collision.\\+door.\\+Door}{\\pageref{classcollision_1_1door_1_1_door}}{}\n\\item \\contentsline{section}{collision.\\+level.\\+Level}{\\pageref{classcollision_1_1level_1_1_level}}{}\n\\item \\contentsline{section}{collision.\\+wall.\\+Wall}{\\pageref{classcollision_1_1wall_1_1_wall}}{}\n\\end{DoxyCompactList}\n\\end{DoxyCompactList}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/item_8py.tex",
    "content": "\\hypertarget{item_8py}{}\\section{src/actor/item.py File Reference}\n\\label{item_8py}\\index{src/actor/item.\\+py@{src/actor/item.\\+py}}\n\n\nConsumable Items  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1item_1_1_item}{actor.\\+item.\\+Item}\n\\begin{DoxyCompactList}\\small\\item\\em Consumable \\hyperlink{classactor_1_1item_1_1_item}{Item} Class  This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before despawn. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nConsumable Items \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 6 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/keese_8py.tex",
    "content": "\\hypertarget{keese_8py}{}\\section{src/actor/keese.py File Reference}\n\\label{keese_8py}\\index{src/actor/keese.\\+py@{src/actor/keese.\\+py}}\n\n\nKeese Enemy  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1keese_1_1_keese}{actor.\\+keese.\\+Keese}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classactor_1_1keese_1_1_keese}{Keese} enemy. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{keese_8py_abcc83e84f82a3614b58fffe875eb6f9e}{actor.\\+keese.\\+populate\\+Sprites} ()\n\\begin{DoxyCompactList}\\small\\item\\em Creates the sprite list for \\hyperlink{classactor_1_1keese_1_1_keese}{Keese}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{keese_8py_a4dad1f53bfd2a9018931a08b90df8b7e}\\label{keese_8py_a4dad1f53bfd2a9018931a08b90df8b7e}} \nstring {\\bfseries actor.\\+keese.\\+S\\+P\\+R\\+I\\+T\\+E\\+\\_\\+\\+M\\+AP} = \\textquotesingle{}src/actor/sprites/keese.\\+png\\textquotesingle{}\n\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nKeese Enemy \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n\n\n\\subsection{Function Documentation}\n\\mbox{\\Hypertarget{keese_8py_file_abcc83e84f82a3614b58fffe875eb6f9e}\\label{keese_8py_file_abcc83e84f82a3614b58fffe875eb6f9e}} \n\\index{keese.\\+py@{keese.\\+py}!populate\\+Sprites@{populate\\+Sprites}}\n\\index{populate\\+Sprites@{populate\\+Sprites}!keese.\\+py@{keese.\\+py}}\n\\subsubsection{\\texorpdfstring{populate\\+Sprites()}{populateSprites()}}\n{\\footnotesize\\ttfamily def actor.\\+keese.\\+populate\\+Sprites (\\begin{DoxyParamCaption}{ }\\end{DoxyParamCaption})}\n\n\n\nCreates the sprite list for Keese. \n\nIterates through a sprite sheet to pull images for the sprite array \\begin{DoxyReturn}{Returns}\nsprites Array if the sprites that represent the Keese \n\\end{DoxyReturn}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/level_8py.tex",
    "content": "\\hypertarget{level_8py}{}\\section{src/collision/level.py File Reference}\n\\label{level_8py}\\index{src/collision/level.\\+py@{src/collision/level.\\+py}}\n\n\nDungeon Background  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classcollision_1_1level_1_1_level}{collision.\\+level.\\+Level}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon level background class  Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon Background \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/levelmanager_8py.tex",
    "content": "\\hypertarget{levelmanager_8py}{}\\section{src/collision/levelmanager.py File Reference}\n\\label{levelmanager_8py}\\index{src/collision/levelmanager.\\+py@{src/collision/levelmanager.\\+py}}\n\n\nDungeon Level Master Creator  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classcollision_1_1levelmanager_1_1_level_manager}{collision.\\+levelmanager.\\+Level\\+Manager}\n\\begin{DoxyCompactList}\\small\\item\\em Dungeon Level Creation Class  Class used as a master constructor for every dungeon levels, getting pre-\\/written data and loading it when the game starts and when a transition occurs. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nDungeon Level Master Creator \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/player_8py.tex",
    "content": "\\hypertarget{player_8py}{}\\section{src/actor/player.py File Reference}\n\\label{player_8py}\\index{src/actor/player.\\+py@{src/actor/player.\\+py}}\n\n\nPlayable Characer  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1player_1_1_player}{actor.\\+player.\\+Player}\n\\begin{DoxyCompactList}\\small\\item\\em \\hyperlink{classactor_1_1player_1_1_player}{Player} Class  A pygame sprite subclass for defining the creation of the game\\textquotesingle{}s playable character, as well as its interactions with both the user and other entities within the game. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nPlayable Characer \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 6 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/refman.tex",
    "content": "\\documentclass[twoside]{book}\n\n% Packages required by doxygen\n\\usepackage{fixltx2e}\n\\usepackage{calc}\n\\usepackage{doxygen}\n\\usepackage[export]{adjustbox} % also loads graphicx\n\\usepackage{graphicx}\n\\usepackage[utf8]{inputenc}\n\\usepackage{makeidx}\n\\usepackage{multicol}\n\\usepackage{multirow}\n\\PassOptionsToPackage{warn}{textcomp}\n\\usepackage{textcomp}\n\\usepackage[nointegrals]{wasysym}\n\\usepackage[table]{xcolor}\n\n% Font selection\n\\usepackage[T1]{fontenc}\n\\usepackage[scaled=.90]{helvet}\n\\usepackage{courier}\n\\usepackage{amssymb}\n\\usepackage{sectsty}\n\\renewcommand{\\familydefault}{\\sfdefault}\n\\allsectionsfont{%\n  \\fontseries{bc}\\selectfont%\n  \\color{darkgray}%\n}\n\\renewcommand{\\DoxyLabelFont}{%\n  \\fontseries{bc}\\selectfont%\n  \\color{darkgray}%\n}\n\\newcommand{\\+}{\\discretionary{\\mbox{\\scriptsize$\\hookleftarrow$}}{}{}}\n\n% Page & text layout\n\\usepackage{geometry}\n\\geometry{%\n  a4paper,%\n  top=2.5cm,%\n  bottom=2.5cm,%\n  left=2.5cm,%\n  right=2.5cm%\n}\n\\tolerance=750\n\\hfuzz=15pt\n\\hbadness=750\n\\setlength{\\emergencystretch}{15pt}\n\\setlength{\\parindent}{0cm}\n\\setlength{\\parskip}{3ex plus 2ex minus 2ex}\n\\makeatletter\n\\renewcommand{\\paragraph}{%\n  \\@startsection{paragraph}{4}{0ex}{-1.0ex}{1.0ex}{%\n    \\normalfont\\normalsize\\bfseries\\SS@parafont%\n  }%\n}\n\\renewcommand{\\subparagraph}{%\n  \\@startsection{subparagraph}{5}{0ex}{-1.0ex}{1.0ex}{%\n    \\normalfont\\normalsize\\bfseries\\SS@subparafont%\n  }%\n}\n\\makeatother\n\n% Headers & footers\n\\usepackage{fancyhdr}\n\\pagestyle{fancyplain}\n\\fancyhead[LE]{\\fancyplain{}{\\bfseries\\thepage}}\n\\fancyhead[CE]{\\fancyplain{}{}}\n\\fancyhead[RE]{\\fancyplain{}{\\bfseries\\leftmark}}\n\\fancyhead[LO]{\\fancyplain{}{\\bfseries\\rightmark}}\n\\fancyhead[CO]{\\fancyplain{}{}}\n\\fancyhead[RO]{\\fancyplain{}{\\bfseries\\thepage}}\n\\fancyfoot[LE]{\\fancyplain{}{}}\n\\fancyfoot[CE]{\\fancyplain{}{}}\n\\fancyfoot[RE]{\\fancyplain{}{\\bfseries\\scriptsize Generated by Doxygen }}\n\\fancyfoot[LO]{\\fancyplain{}{\\bfseries\\scriptsize Generated by Doxygen }}\n\\fancyfoot[CO]{\\fancyplain{}{}}\n\\fancyfoot[RO]{\\fancyplain{}{}}\n\\renewcommand{\\footrulewidth}{0.4pt}\n\\renewcommand{\\chaptermark}[1]{%\n  \\markboth{#1}{}%\n}\n\\renewcommand{\\sectionmark}[1]{%\n  \\markright{\\thesection\\ #1}%\n}\n\n% Indices & bibliography\n\\usepackage{natbib}\n\\usepackage[titles]{tocloft}\n\\setcounter{tocdepth}{3}\n\\setcounter{secnumdepth}{5}\n\\makeindex\n\n% Hyperlinks (required, but should be loaded last)\n\\usepackage{ifpdf}\n\\ifpdf\n  \\usepackage[pdftex,pagebackref=true]{hyperref}\n\\else\n  \\usepackage[ps2pdf,pagebackref=true]{hyperref}\n\\fi\n\\hypersetup{%\n  colorlinks=true,%\n  linkcolor=blue,%\n  citecolor=blue,%\n  unicode%\n}\n\n% Custom commands\n\\newcommand{\\clearemptydoublepage}{%\n  \\newpage{\\pagestyle{empty}\\cleardoublepage}%\n}\n\n\\usepackage{caption}\n\\captionsetup{labelsep=space,justification=centering,font={bf},singlelinecheck=off,skip=4pt,position=top}\n\n%===== C O N T E N T S =====\n\n\\begin{document}\n\n% Titlepage & ToC\n\\hypersetup{pageanchor=false,\n             bookmarksnumbered=true,\n             pdfencoding=unicode\n            }\n\\pagenumbering{alph}\n\\begin{titlepage}\n\\vspace*{7cm}\n\\begin{center}%\n{\\Large The Legend of Python, Modular Interface Specification \\\\[1ex]\\large Revison 2.\\+2 12/5/2018 }\\\\\n\\vspace*{1cm}\n{\\large Generated by Doxygen 1.8.13}\\\\\n\\end{center}\n\\end{titlepage}\n\\clearemptydoublepage\n\\pagenumbering{roman}\n\\tableofcontents\n\\clearemptydoublepage\n\\pagenumbering{arabic}\n\\hypersetup{pageanchor=true}\n\n%--- Begin generated contents ---\n\\chapter{Hierarchical Index}\n\\input{hierarchy}\n\\chapter{Class Index}\n\\input{annotated}\n\\chapter{File Index}\n\\input{files}\n\\chapter{Class Documentation}\n\\input{classactor_1_1aquamentus_1_1_aquamentus}\n\\input{classactor_1_1boomerang_1_1_boomerang}\n\\input{classactor_1_1boss_1_1_boss}\n\\input{classcollision_1_1door_1_1_door}\n\\input{classactor_1_1enemy_1_1_enemy}\n\\input{classactor_1_1fireball_1_1_fireball}\n\\input{classactor_1_1healthbar_1_1_health___bar}\n\\input{classactor_1_1item_1_1_item}\n\\input{classactor_1_1keese_1_1_keese}\n\\input{classcollision_1_1level_1_1_level}\n\\input{classcollision_1_1levelmanager_1_1_level_manager}\n\\input{classactor_1_1player_1_1_player}\n\\input{classactor_1_1rupee_1_1_rupee___bar}\n\\input{classactor_1_1spritesheet_1_1_sprite_sheet}\n\\input{classactor_1_1stalfos_1_1_stalfos}\n\\input{classactor_1_1sword_1_1_sword}\n\\input{classcollision_1_1wall_1_1_wall}\n\\chapter{File Documentation}\n\\input{aquamentus_8py}\n\\input{boomerang_8py}\n\\input{boss_8py}\n\\input{constants_8py}\n\\input{enemy_8py}\n\\input{fireball_8py}\n\\input{healthbar_8py}\n\\input{item_8py}\n\\input{keese_8py}\n\\input{player_8py}\n\\input{rupee_8py}\n\\input{spritesheet_8py}\n\\input{stalfos_8py}\n\\input{sword_8py}\n\\input{door_8py}\n\\input{level_8py}\n\\input{levelmanager_8py}\n\\input{wall_8py}\n\\input{colour_8py}\n\\input{window_8py}\n%--- End generated contents ---\n\n% Index\n\\backmatter\n\\newpage\n\\phantomsection\n\\clearemptydoublepage\n\\addcontentsline{toc}{chapter}{Index}\n\\printindex\n\n\\end{document}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/rupee_8py.tex",
    "content": "\\hypertarget{rupee_8py}{}\\section{src/actor/rupee.py File Reference}\n\\label{rupee_8py}\\index{src/actor/rupee.\\+py@{src/actor/rupee.\\+py}}\n\n\nRupee\\+\\_\\+\\+Bar Class  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1rupee_1_1_rupee___bar}{actor.\\+rupee.\\+Rupee\\+\\_\\+\\+Bar}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the Rupee\\+Bar object. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nRupee\\+\\_\\+\\+Bar Class \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/spritesheet_8py.tex",
    "content": "\\hypertarget{spritesheet_8py}{}\\section{src/actor/spritesheet.py File Reference}\n\\label{spritesheet_8py}\\index{src/actor/spritesheet.\\+py@{src/actor/spritesheet.\\+py}}\n\n\nSprite\\+Sheet Class  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{actor.\\+spritesheet.\\+Sprite\\+Sheet}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classactor_1_1spritesheet_1_1_sprite_sheet}{Sprite\\+Sheet} object, allowing sprites to be loaded and processed. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nSprite\\+Sheet Class \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/stalfos_8py.tex",
    "content": "\\hypertarget{stalfos_8py}{}\\section{src/actor/stalfos.py File Reference}\n\\label{stalfos_8py}\\index{src/actor/stalfos.\\+py@{src/actor/stalfos.\\+py}}\n\n\nStalfos Enemy  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{actor.\\+stalfos.\\+Stalfos}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos} enemy. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Functions}\n\\begin{DoxyCompactItemize}\n\\item \ndef \\hyperlink{stalfos_8py_a00532752cdc35d634e7bbaaa519fecd4}{actor.\\+stalfos.\\+populate\\+Sprites} ()\n\\begin{DoxyCompactList}\\small\\item\\em Creates the sprite list for \\hyperlink{classactor_1_1stalfos_1_1_stalfos}{Stalfos}. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{stalfos_8py_ae8be9641f49e31dd842829517ff9255c}\\label{stalfos_8py_ae8be9641f49e31dd842829517ff9255c}} \nstring {\\bfseries actor.\\+stalfos.\\+S\\+P\\+R\\+I\\+T\\+E\\+\\_\\+\\+M\\+AP} = \\textquotesingle{}src/actor/sprites/stalfos.\\+png\\textquotesingle{}\n\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nStalfos Enemy \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n\n\n\\subsection{Function Documentation}\n\\mbox{\\Hypertarget{stalfos_8py_file_a00532752cdc35d634e7bbaaa519fecd4}\\label{stalfos_8py_file_a00532752cdc35d634e7bbaaa519fecd4}} \n\\index{stalfos.\\+py@{stalfos.\\+py}!populate\\+Sprites@{populate\\+Sprites}}\n\\index{populate\\+Sprites@{populate\\+Sprites}!stalfos.\\+py@{stalfos.\\+py}}\n\\subsubsection{\\texorpdfstring{populate\\+Sprites()}{populateSprites()}}\n{\\footnotesize\\ttfamily def actor.\\+stalfos.\\+populate\\+Sprites (\\begin{DoxyParamCaption}{ }\\end{DoxyParamCaption})}\n\n\n\nCreates the sprite list for Stalfos. \n\nIterates through a sprite sheet to pull images for the sprite array \\begin{DoxyReturn}{Returns}\nsprites Array if the sprites that represent the Stalfos \n\\end{DoxyReturn}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/sword_8py.tex",
    "content": "\\hypertarget{sword_8py}{}\\section{src/actor/sword.py File Reference}\n\\label{sword_8py}\\index{src/actor/sword.\\+py@{src/actor/sword.\\+py}}\n\n\nPlayer Sword  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classactor_1_1sword_1_1_sword}{actor.\\+sword.\\+Sword}\n\\begin{DoxyCompactList}\\small\\item\\em Player \\hyperlink{classactor_1_1sword_1_1_sword}{Sword} Class  Class for the creation and deletion of the sword sprite object, made when the player attacks. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nPlayer Sword \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 8 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/wall_8py.tex",
    "content": "\\hypertarget{wall_8py}{}\\section{src/collision/wall.py File Reference}\n\\label{wall_8py}\\index{src/collision/wall.\\+py@{src/collision/wall.\\+py}}\n\n\nWall Class  \n\n\n\\subsection*{Classes}\n\\begin{DoxyCompactItemize}\n\\item \nclass \\hyperlink{classcollision_1_1wall_1_1_wall}{collision.\\+wall.\\+Wall}\n\\begin{DoxyCompactList}\\small\\item\\em This class represents the \\hyperlink{classcollision_1_1wall_1_1_wall}{Wall} class for collision for objects in the environment. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nWall Class \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/MIS/latex/window_8py.tex",
    "content": "\\hypertarget{window_8py}{}\\section{src/config/window.py File Reference}\n\\label{window_8py}\\index{src/config/window.\\+py@{src/config/window.\\+py}}\n\n\nWindow Constants  \n\n\n\\subsection*{Variables}\n\\begin{DoxyCompactItemize}\n\\item \n\\mbox{\\Hypertarget{window_8py_a42214d95d779131c8f576f050d602312}\\label{window_8py_a42214d95d779131c8f576f050d602312}} \nint \\hyperlink{window_8py_a42214d95d779131c8f576f050d602312}{config.\\+window.\\+Y\\+\\_\\+\\+O\\+F\\+F\\+S\\+ET} = 56\n\\begin{DoxyCompactList}\\small\\item\\em Y offset for H\\+UD. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{window_8py_aa0f24d6b156fa82cbde7049e94c9c390}\\label{window_8py_aa0f24d6b156fa82cbde7049e94c9c390}} \nint \\hyperlink{window_8py_aa0f24d6b156fa82cbde7049e94c9c390}{config.\\+window.\\+Wwidth} = 480\n\\begin{DoxyCompactList}\\small\\item\\em Width of the window. \\end{DoxyCompactList}\\item \n\\mbox{\\Hypertarget{window_8py_a4f085efa96be55aab0a8a0eca2e7c8bd}\\label{window_8py_a4f085efa96be55aab0a8a0eca2e7c8bd}} \nint \\hyperlink{window_8py_a4f085efa96be55aab0a8a0eca2e7c8bd}{config.\\+window.\\+Wheight} = 320 + Y\\+\\_\\+\\+O\\+F\\+F\\+S\\+ET\n\\begin{DoxyCompactList}\\small\\item\\em Height of the window. \\end{DoxyCompactList}\\end{DoxyCompactItemize}\n\n\n\\subsection{Detailed Description}\nWindow Constants \n\n\\begin{DoxyAuthor}{Author}\nGiacomo Loparco, Bilal Jaffry, Lucas Zacharewicz \n\\end{DoxyAuthor}\n\\begin{DoxyDate}{Date}\nNovember 7 2018 \n\\end{DoxyDate}\n"
  },
  {
    "path": "Doc/Design/README.md",
    "content": "# Design Documentation\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/DevelopmentPlan/DevelopmentPlan.tex",
    "content": "\\documentclass{article}\n\n\\usepackage{booktabs}\n\\usepackage{comment}\n\\usepackage{hyperref}\n\\usepackage{tabularx}\n\\usepackage[dvipsnames]{xcolor}\n\n\\title{SE 3XA3: Development Plan\\\\Legend of Python}\n\n\\author{Team \\#1, Lava Boys Inc\n\t\t\\\\ Bilal Jaffry, jaffryb\n\t\t\\\\ Giacomo Loparco, loparcog\n\t\t\\\\ Lucas Zacharewicz, zacharel\n}\n\n\\date{}\n\n\\begin{comment}\n\\input{../Comments}\n\\end{comment}\n\n\\begin{document}\n\n\\begin{table}[hp]\n\\caption{Revision History} \\label{TblRevisionHistory}\n\\begin{tabularx}{\\textwidth}{llX}\n\\toprule\n\\textbf{Date} & \\textbf{Developer(s)} & \\textbf{Change}\\\\\n\\midrule\nSeptember 27 & Lucas & Added basic text for each category\\\\\nSeptember 28 & Lucas & Made the language and word use more professional\\\\\nNovember 30 & Lucas & Revision 1\\\\ \n\\bottomrule\n\\end{tabularx}\n\\end{table}\n\n\\newpage\n\n\\maketitle\n\n\\section{Team Meeting Plan}\n\n\tWe will be meeting weekly every tuesday from 16:30 to 19:00 on campus \\textcolor{blue}{on the second floor of Thode Library.} In addition we will consistently updating one another on progress of the project via online communications. The meetings will mainly be to recap on the progress of the work done in the last week, and to distribute the work for the coming week. Any group members not able to make it to the weekly meeting need to inform the group at least 1 hour before meeting.\n\n\\section{Team Communication Plan}\n\nWe will write plain text notes during in-person meetings to keep track of ideas that we have and what we accomplish during the meetings. In addition we will use the group online messaging platform (Discord) to facilitate project discussion outside of the meetings.\n\n\\section{Team Member Roles}\n\nWe are mutual team leaders.\\\\ \\\\\nBilal Jaffry: Scribe, developer, designer\\\\\nGiacomo Loparco: Developer, tester\\\\\nLucas Zacharewicz: Developer, tester\\\\\n\n\\section{Git Workflow Plan}\n\nWe plan on using a feature branch workflow which is an extension of the regular centralized workflow that is the basis of git. Features that are being developed are done on separate branches and then those branches are merged into master as they become complete. This allows us to work on features seperatly and add them in without breaking what is already working. \\textcolor{blue}{Lucas has been assigned to resolve merge conflicts and Bilal and Jack have been assigned to handle issues.}\n\n\\section{Proof of Concept Demonstration Plan}\n\n\\textcolor{blue}{The most difficult part of the coding will be implementing backend functionality such as sprite rendering / loading, enemy ai, and other base gameplay mechanics. Testing of such mechanics will be done rather easily with automated unit testing. The required Pygame library is relatively easy to obtain and install. As we are using python portability is not an concern.} We will aim to display a working test area that encaspulates the player with basic enemies and allow for the basic mechanics of the game to be tested. This will include rendering the game scenes, interacting with enemies, walking through multiroom areas, item interaction, and perhaps other features time permitted. \n\n\\section{Technology}\n\nPython 3 will be the base language for the project as it is high level and will allow for more simplistic implementation with the use of the pygame library. Formal testing will be handled by the pytest library and we will use doxygen to handle documentation generation. We will facilitate our unit testing, build testing, and documentation generation through make for these actions to be effortless in our development cycle. There will be no chosen text editor for this project as different developers prefer different text editors and it has no particular ill effect to allow them to use what they are comfortable with.\n\n\\section{Coding Style}\n\n\\href{https://github.com/google/styleguide}{Google Python Style Guide}\n\n\\section{Project Schedule}\n\n\\href{https://gitlab.cas.mcmaster.ca/zacharel/pyDroid/tree/master/ProjectSchedule/Group1_Gantt_Rev0.pdf}{Gnatt Chart}\n\n\\section{Project Review}\n\n\\end{document}\n"
  },
  {
    "path": "Doc/DevelopmentPlan/README.md",
    "content": "# Development Plan\n\nThe folders and files for this folder are as follows:\n\n\n"
  },
  {
    "path": "Doc/FinalPresentation/README.md",
    "content": "# Final Presentation\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/ProblemStatement/ProblemStatement.tex",
    "content": "\\documentclass{article}\r\n\\usepackage{indentfirst}\r\n\\usepackage[dvipsnames]{xcolor}\r\n\\begin{document}\r\n\r\n\\title{Problem Statement}\r\n\\author{Group 1\\\\Giacomo Loparco | loparcog\\\\Bilal Jaffry | jaffryb\\\\Lucas Zacharewicz | zacharil}\r\n\\maketitle\r\n\r\n\\section{Problem}\r\nVideo games have become a large portion of the entertainment industry as of late, cementing themselves as a cornerstone\r\nof many childhood memories. As time passes, technology advances, and a game which was once thought to be the peak of\r\ntechnology becomes outdated, and the console it was produced for, obsolete. For many growing up, this game was The\r\nLegend of Zelda, for the Nintendo Entertainment System, a video game console once considered a household item in the \r\nmid$-$80's, now a collector's item amongst fans alike. Due to it's outdated hardware being both hard and costly to\r\nobtain, many will never be able to experience and relive this classic.\r\n\r\nThe goal of our group project is to develop and recreate the classic game The Legend of Zelda, using modern\r\ntechniques and iterating on past game design, to make this title available to the modern generation.\r\n\r\n\\section{Stakeholder Importance and Context}\r\nThe stakeholders to consider in this project range from those who have previously played and want to re-experience The Legend\r\nof Zelda, to those who have never played it before, but are interested in the concept. This project would help stakeholders\r\nto experience a classic game in a modern format, which in this sense would be Python, a very friendly language to both run\r\nand modify. This allows many people interested in the game to be able to freely download, play, and customize\r\nthe game to their liking.\r\n\r\nOur group also chose Python for this project as it is a very scalable language, allowing it to run on anything from\r\nmobile phones to high-end desktop computers, allowing a variety of users to download and run the game on a variety of devices. \r\n\\textcolor{blue}{The focus for this implementation will be with the desktop environment.}\r\nThe game will also be very lightweight, thanks to Python and the PyGame library,  allowing it to be run with minimal hardware limitations,\r\nfurther enhancing the accessibility of the project.\r\n\r\n\\end{document}"
  },
  {
    "path": "Doc/ProblemStatement/README.md",
    "content": "# Problem Statement\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/README.md",
    "content": "# Documentation folders\n\nThe folders and files for this folder are as follows:\n\nN/A\n"
  },
  {
    "path": "Doc/SRS/README.md",
    "content": "# Software Requirements Specification\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/SRS/SRS.bib",
    "content": "%% This BibTeX bibliography file was created using BibDesk.\n%% http://bibdesk.sourceforge.net/\n\n%% Created for Spencer Smith at 2016-09-22 10:01:42 -0400 \n\n\n%% Saved with string encoding Unicode (UTF-8) \n\n\n\n@book{RobertsonAndRobertson2012,\n\tAuthor = {James Robertson and Suzanne Robertson},\n\tDate-Added = {2016-09-22 13:54:40 +0000},\n\tDate-Modified = {2016-09-22 14:01:42 +0000},\n\tEdition = {16},\n\tPublisher = {Atlantic Systems Guild Limited},\n\tTitle = {Volere Requirements Specification Template},\n\tYear = {2012}}\n\n@article{ParnasAndClements1986,\n\tAuthor = {David L. Parnas and P.C. Clements},\n\tDate-Added = {2016-09-10 13:11:57 +0000},\n\tDate-Modified = {2016-09-10 13:11:57 +0000},\n\tJournal = {IEEE Transactions on Software Engineering},\n\tNumber = {2},\n\tPages = {251--257},\n\tTitle = {A Rational Design Process: How and Why to Fake it},\n\tVolume = {12},\n\tYear = {February 1986},\n\tBdsk-File-1 = {YnBsaXN0MDDUAQIDBAUGJCVYJHZlcnNpb25YJG9iamVjdHNZJGFyY2hpdmVyVCR0b3ASAAGGoKgHCBMUFRYaIVUkbnVsbNMJCgsMDxJXTlMua2V5c1pOUy5vYmplY3RzViRjbGFzc6INDoACgAOiEBGABIAFgAdccmVsYXRpdmVQYXRoWWFsaWFzRGF0YV8QQy4uLy4uLy4uLy4uL3NlNHNjL1NjaUNvbXBBbmRTb2Z0RW5nUGFwZXJzL1Bhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGbSFwsYGVdOUy5kYXRhTxEB9gAAAAAB9gACAAAMTWFjaW50b3NoIEhEAAAAAAAAAAAAAAAAAAAA0khroUgrAAAAhfxhGVBhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACF/LDT7aEvAAAAAAAAAAAABAADAAAJIAAAAAAAAAAAAAAAAAAAABdTY2lDb21wQW5kU29mdEVuZ1BhcGVycwAAEAAIAADSSKPhAAAAEQAIAADT7dlvAAAAAQAUAIX8YQCF7/8AILODAAlg3gAGKpoAAgBcTWFjaW50b3NoIEhEOlVzZXJzOgBzbWl0aHM6AFJlcG9zOgBzZTRzYzoAU2NpQ29tcEFuZFNvZnRFbmdQYXBlcnM6AFBhcm5hc0FuZENsZW1lbnRzMTk4Ni5wZGYADgA0ABkAUABhAHIAbgBhAHMAQQBuAGQAQwBsAGUAbQBlAG4AdABzADEAOQA4ADYALgBwAGQAZgAPABoADABNAGEAYwBpAG4AdABvAHMAaAAgAEgARAASAEpVc2Vycy9zbWl0aHMvUmVwb3Mvc2U0c2MvU2NpQ29tcEFuZFNvZnRFbmdQYXBlcnMvUGFybmFzQW5kQ2xlbWVudHMxOTg2LnBkZgATAAEvAAAVAAIADf//AACABtIbHB0eWiRjbGFzc25hbWVYJGNsYXNzZXNdTlNNdXRhYmxlRGF0YaMdHyBWTlNEYXRhWE5TT2JqZWN00hscIiNcTlNEaWN0aW9uYXJ5oiIgXxAPTlNLZXllZEFyY2hpdmVy0SYnVHJvb3SAAQAIABEAGgAjAC0AMgA3AEAARgBNAFUAYABnAGoAbABuAHEAcwB1AHcAhACOANQA2QDhAtsC3QLiAu0C9gMEAwgDDwMYAx0DKgMtAz8DQgNHAAAAAAAAAgEAAAAAAAAAKAAAAAAAAAAAAAAAAAAAA0k=}}\n"
  },
  {
    "path": "Doc/SRS/SRS.tex",
    "content": "\\documentclass[12pt, titlepage]{article}\r\n\r\n\\usepackage{booktabs}\r\n\\usepackage{comment}\r\n\\usepackage{tabularx}\r\n\\usepackage{graphicx}\r\n\\usepackage{hyperref}\r\n\\usepackage{xcolor}\r\n\\graphicspath{ {./images/} }\r\n\\hypersetup{\r\n    colorlinks,\r\n    citecolor=black,\r\n    filecolor=black,\r\n    linkcolor=red,\r\n    urlcolor=blue\r\n}\r\n\\usepackage[round]{natbib}\r\n\r\n\\title{SE 3XA3: Software Requirements Specification\\\\Legend of Python}\r\n\r\n\\author{Team \\#1, Lava Boys Inc\r\n        \\\\ Bilal Jaffry, jaffryb\r\n        \\\\ Giacomo Loparco, loparcog\r\n        \\\\ Lucas Zacharewicz, zacharel\r\n}\r\n\r\n\\date{\\today}\r\n\r\n\\begin{comment}\r\n\\input{../Comments}\r\n\\end{comment}\r\n\r\n\\begin{document}\r\n\r\n\\maketitle\r\n\r\n\\pagenumbering{roman}\r\n\\tableofcontents\r\n\\listoftables\r\n{\\color{blue}\\listoffigures}\r\n\r\n\\begin{table}[bp]\r\n    \\caption{\\bf Revision History}\r\n    \\begin{tabularx}{\\textwidth}{p{3cm}p{2cm}X}\r\n        \\toprule {\\bf Date} & {\\bf Version} & {\\bf Notes}\\\\\r\n        \\midrule\r\n        October 5th 2018 & 1.0 & Initial creation\\\\\r\n        November 8th 2018 & 1.1 & Gave requirements ID's\\\\\r\n        {\\color{blue} December 3rd 2018 & 1.2 & Added Fit Criterion, removed invalid requirements}\\\\\r\n        \\bottomrule\r\n    \\end{tabularx}\r\n\\end{table}\r\n\r\n\\newpage\r\n\r\n\\pagenumbering{arabic}\r\n\r\n\\section{Project Drivers}\r\n\r\n\\subsection{The Purpose of the Project}\r\n\r\nFor many years, Nintendo have been re-releasing NES games for the their other platforms using built in emulators to give the users the same experience of The Legend of Zelda since 1986. With no changes made to the way the game plays in the last 32 years, we aim at modernizing the way The Legend of Zelda will be played by recreating it with new technologies. \r\n\r\n\\subsection{The Stakeholders}\r\n\r\n\\subsubsection{The Customer}\r\n\r\nThe customer for this project will likely be one who is familiar with The Legend of Zelda series as a whole and would like to experience the original version of the game built upon new technologies. The customer could also be one who has experienced the original game and they would like to compare the two versions.\r\n\r\n\\subsubsection{The Teaching Assistants and Professor}\r\n\r\nThe TAs and Professor are directly involved with the project as they are viewing from its start to completion and will being giving guidance on the the various deliveralbes for the project.\r\n\r\n\\subsubsection{The Developers}\r\n\r\nWe as the developers are the primary driving force behind the project and will be doing all of the testing, design, aswell as learning new technologies and implementing them into our development for the project.\r\n\r\n\\subsection{Mandated Constraints}\r\n\r\n\\begin{itemize}\r\n    \\item This program will be able to be run on a computer with  Python3 and the Pygame library\r\n    \\item This program will be controlled by the user through their keyboard inputs\r\n    \\item This program will output through a display window on the user's monitor\r\n    \\item This program will be completed by the assignment-set deadline\r\n\\end{itemize}\r\n\r\n\\subsection{Naming Conventions and Terminology}\r\n\\begin{itemize}\r\n    \\item The Legend of Zelda: A video game released in the 1980's for the Nintendo Entertainment System (NES), which this project aims to emulate\r\n    \\item NES : Nintendo Entertainment System, a video game console released in the 1980's, which ran the original The Legend of Zelda game which this project aims to emulate\r\n    \\item AI : Artificial Intelligence, commonly referring to the movement and thought logic of enemies within the game\r\n    \\item NPC : Non-playable characters, cannot be controlled by the user. Characters in the game which are only controlled by in-game AI logic.\r\n    \\item Nintendo : Video game company, original creators of The Legend of Zelda and the console it is run on\r\n    \\item Pygame: Python game engine library in which this project will be built\r\n    \\item User: Person operating the game\r\n    \\item Player: Playable character within the game\r\n    {\\color{blue}\\item Sprite: Image used to represent the objects and animation within the game state\r\n    \\item Tile: This represents the several accessible rooms in the overarching level}\r\n    \\end{itemize}\r\n\\newpage\r\n\\subsection{Relevant Facts and Assumptions}\r\n\r\nIt is assumed that the user either has Python3 and Pygame installed in their system, or has internet access to download these necessary tools to run the game, once the repository has been cloned. Also, it is assumed that this game will be run using Python3, as opposed to other Python versions or coding languages.\r\n\r\n\\section{Functional Requirements}\r\n\\subsection{The Scope of the Work and the Product}\r\n{\\subsubsection{The Context of the Work}\r\n\\begin{figure}[!h]\r\n    \\centering\r\n    \\includegraphics[scale=0.5]{Context.jpg}\r\n    \\caption{\\color{blue}Context Diagram for The Legend of Python}\r\n    \\label{fig:context}\r\n\\end{figure}}\r\n\\newpage\r\n\\subsubsection{Work Partitioning}\r\n    \\begin{table}[!h]\r\n        \\caption{\\bf Game Event List}\r\n        \\begin{tabularx}{\\textwidth}{p{4cm}p{5cm}X}\r\n            \\toprule {\\bf Event Name} & {\\bf Input and Output} & {\\bf Summary}\\\\\r\n            \\midrule\r\n            1 - User runs program & Game On/Off (In), Game Display (Out) & Game start-up, display window created for running Pygame instance\\\\\r\n            2 - User presses input button & Input (In), User input, in game logic scenarios (Out), Display and game logic(In), Game display(Out) & User movement or menu selection, the input corresponds to a movement or change in the program\\\\\r\n            3 - User closes program  & Game On/Off (In), Game display (Out) & When the window is closed by the user, the game turns off\\\\\r\n            \\bottomrule\r\n        \\end{tabularx}\r\n    \\end{table}\r\n\r\n\\subsubsection{Individual Product Use Cases}\r\n\r\nThis product has two main use cases, which are operation by the consumer and viewing and editing by a developer. This product, a game, has it's main use case within a user downloading and playing it. This is the main purpose of the program being built. A side use case would be looking at the code, by teaching assistants and professors, and also any developers who come across the project online, and would like to know how it functions and would like to learn and build off of it, similar to what is being done with this project.\r\n\r\n\\subsection{Functional Requirements}\r\n\r\n\\begin{enumerate}\r\n    \\item Requirement FR1\\\\ The program must only read inputs from the keyboard connected to the system it is running on\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure other devices are not obstructing the user in interacting with the game inapporpriately.}\r\n    \r\n    \\item Requirement FR2\\\\The program must only process inputs that would perform an action in the game\\\\\\\\\r\n    {\\color{blue}Rationale: To only update the game state based on any intended inputs, avoiding undetermined results.}\r\n    \r\n    \\item Requirement FR3\\\\Once the program is running, the program must only take input/output through one display window.\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure no other external windows/applications are sending inputs to the software when executed.}\r\n    \r\n    \\item Requirement FR4\\\\The program must have a menu on start-up, allowing a user to {\\color{blue} start the game by pressing the [K] key}\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to choose when to begin the game.}\r\n    \r\n    \\item Requirement FR5\\\\The program must have a pre-defined map, which the player accesses through large tiles (two-dimensional divided sections of the entire map)\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure the user is bounded by the designed areas of the game.}\r\n    \r\n    \\item Requirement FR6\\\\The program must only allow the player within one tile of the map at a time, and when the end of a tile is reached, the player is transported to the tile next to the current, depending on where the player has exited (if the player leaves the top of the tile, they will be moved to the tile above their current tile)\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure the player can access different levels of the game in a rationale manner.}\r\n    \r\n    \\item Requirement FR7\\\\The program must have different objects in the map, such as walls which the player and most NPC's cannot pass.\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure NPC's are unable to access areas of the game, in a way that the game logic is undetermined and to ensure the user does not skip designed areas of the game.}\r\n    \r\n    \\item Requirement FR8\\\\ The program must have items which only the player can collect\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to track their progression of the game by collecting player specific items.}\r\n    \r\n    \\item Requirement FR9\\\\ The collectible items should be divided into usable items, collectibles, and consumables\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to collect a variety of items.}\r\n    \r\n    \\item Requirement FR10\\\\The program must have items that can be used by the player with input from the user, and ones that cannot be used with input (usable)\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to interact with items in a variety of ways.}\r\n    \r\n    \\item Requirement FR11\\\\The program must have an in-game inventory, to allow the user to observe/use their collected items\\\\\\\\\r\n    {\\color{blue}Rationale: To display to the user their progress throughout the game.}\r\n    \r\n    \\item Requirement FR12\\\\The program must only have one controllable character within the game, with a initial set speed, location, health total and amount, and item inventory\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure user is only controlling one playable character at a time. This game is intended for single-player use.}\r\n    \r\n    \\item Requirement FR13\\\\The user must be able to control the controllable character with keyboard inputs  once in-game, to move [W,A,S,D] , attack[K], and use an item[L]\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to control the player character.}\r\n    \r\n    \\item Requirement FR14\\\\The program must have other non-playable-characters (NPCs) within the game\\\\\\\\\r\n    {\\color{blue}Rationale: To allow variety of characters for user to encounter while exploring the game}\r\n    \r\n    \\item Requirement FR15\\\\The program must have enemy NPCs, which move and attack with pre-defined logic by the game\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to interact with other entities in the game.}\r\n    \r\n    \\item Requirement FR16\\\\The program must have different enemy \"classes\", with different health amounts, movement speeds, attacks and attack damage values\\\\\\\\\r\n    {\\color{blue}Rationale: To allow variety for the user when exploring the game.}\r\n    \r\n    \\item Requirement FR17\\\\When the player collides with an enemy NPC, or an enemy NPC attacks the player, the player takes damage, and their health amount is reduced by a values within the range of from 0.5 - 2 hearts\\\\\\\\\r\n    {\\color{blue}Rationale: To allow feedback for the user when interacting with NPC's, ensuring the NPC attacks are registered on the player character.}\r\n    \r\n    \\item Requirement FR18\\\\When the player attacks an NPC, the NPC's health is reduced by a set value\\\\\\\\\r\n    {\\color{blue}Rationale: To allow feedback for the user that the attack input has been registered and has changed the state of NPC character.}\r\n    \r\n    \\item Requirement FR19\\\\When the health amount of a character (NPC or player) is reduced to 0, the entity is deemed \"dead\"\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure the user and NPC are not invincible and can defeat enemies and be defeated, as is documented in the original game.}\r\n    \r\n    \\item Requirement FR20\\\\When an NPC is dead, it is removed from the current room, and has a chance to drop a heart object or an in-game currenct object. The chance of this drop is randomly generated for each NPC.\\\\\\\\\r\n    {\\color{blue}Rationale: To reward the user for defeating an enemy.}\r\n    \r\n    \\item Requirement FR21\\\\The program must have 3 consumable items: hearts, an in-game currency and keys\\\\\\\\\r\n    {\\color{blue}Rationale: To add variety to exploration, provide an reward system for the player accomplishing tasks of defeating enemies and exploring the game.}\r\n    \r\n    \\item Requirement FR22\\\\ The health item must regain health by a value of one at a time, updating the player health to a maximum health of 3.\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to continue playing the game even after taking damage from enemy characters.}\r\n    \r\n    \\item Requirement FR23\\\\When the player collides with a  heart/in-game currency consumable object, it is immediately used on the player\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to use items while the player is moving, not breaking immersion from the game. }\r\n    \r\n    \\item Requirement FR24\\\\The player must be able to open a locked door if the player collides with the door and they have minimum 1 key. This action will consume a key and bring the player's key count down by one key\\\\\\\\\r\n    {\\color{blue}Rationale: To ensure user cannot reach an area of the game without exploring certain portions of the game.}\r\n    \r\n    \\item Requirement FR25\\\\When the player is dead, the game is over, and the user is given the options to return to the main menu, or quit the game using the [K] and [Q] keys respectively.\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user option to continue the game from the beginning after reaching the death screen or to quit the game indefinitely. }\r\n    \\item Requirement FR26\\\\The program must have an objective to follow, getting certain collectible items, and once all set items are collected, the game is completed\\\\\\\\\r\n    {\\color{blue}Rationale: To give user reason to continue playing the game and to eventually complete the entire game. }\r\n    \r\n    \\item Requirement FR27\\\\The program must have in-game shops, special rooms within the map where the player can buy items with their in-game currency collected over the span of the game\\\\\\\\\r\n    {\\color{blue}Rationale: To allow user to use their collected items to continue progressing throughout the game.}\r\n\\end{enumerate}\r\n\r\n\\section{Non-functional Requirements}\r\n\r\n\\subsection{Look and Feel Requirements}\r\n\\begin{enumerate}\r\n{\\color{blue}\\item Requirement NFR1}\\\\\r\n{\\color{blue} Description:} The recreation for The Legend of Zelda should be able to reproduce the similar encounters for the user-controlled character, corresponding to the NES original. The animations for movement and attack should animate the same each time an input is sent by player. \r\n\r\n {\\color{blue}Rationale: This will be used as a way to determine if the game plays similarly to the originally.}\\\\\r\n \r\n {\\color{blue}Originator: Giacomo Loparco}\\\\\r\n \r\n  {\\color{blue}Fit Criterion: The animation sprites for player character changes for every 12 units traveled in the x and y directions for movement, the attack sprite for the player should last for 20 frames. The NPC enemy should be halt its animation if hit by a special usable item.}\\\\\r\n  \r\n  {\\color{blue}Priority: High}\r\n  \r\n  {\\color{blue}History: \\today}\r\n\r\n\\subsection{Usability and Humanity Requirements}\r\n{\\color{blue}\\item Requirement NFR2}\\\\\r\n{\\color{blue} Description:} The software must be simple enough for a user who has played few games, is able to operate it effectively and use all features implemented. The original game was designed for all ages and this recreation must ensure the same accessibility.\r\n{\\color{blue}Rationale: This will be used to determine if the game is playable for people with different experiences with gaming}\\\\\r\n\r\n{\\color{blue}Originator: Bilal Jaffry}\\\\\r\n\r\n{\\color{blue}Fit Criterion: Majority of users who attempt to use the program are able to play the game successfully}\\\\\r\n\r\n{\\color{blue}Priority: High}\r\n\r\n{\\color{blue}History: \\today}\r\n\\subsection{Performance Requirements}\r\n\r\nSpeed Requirements\r\n\r\n{\\color{blue}\\item Requirment NFR3} \\\\\r\n{\\color{blue} Description:} The during all gameplay scenarios the game must be able to display the pre-determined refresh rate of 60 Hz and contain a minimum resolution of {\\color{blue}480x376 pixels}\r\n\r\n{\\color{blue}Rationale: This will be used to determine if the games performance in updating the data is consistent and stable.}\\\\\r\n\r\n{\\color{blue}Originator: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n\r\n{\\color{blue}Fit Criterion: This will be measured by an internal frame counter in Pygame does not drop below the 60Hz refresh rate. The display window parameters are created using window constants, ensuring  the ouput window is never smaller/larger than {\\color{blue}480x376 pixels} }\\\\\r\n \r\n{\\color{blue}Priority: High}\r\n  \r\n{\\color{blue}History: \\today}\r\n  \r\n\r\n\r\n{\\color{blue}\\item Requirement NFR4}\\\\\r\n{\\color{blue} Description:} Loading times of each room in a level should be the same for every single segment, properly loading all assets in the same grid position at the same time.\r\n\r\n{\\color{blue}Rationale: This is will allow for consistent movement between tiles in the game.}\\\\\r\n\r\n{\\color{blue}Originator: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The transition should be done within 2 seconds of loading the next room. The positions of placed objects will be tested to be in same x and y location every time transitioning to different tile.}\\\\\r\n \r\n{\\color{blue}Priority: High}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\nPrecision Requirements\r\n\r\n{\\color{blue}\\item Requirement NFR5}\\\\\r\n{\\color{blue} Description:} Sprites must render on screen without unforeseen rendering issues\r\n\r\n{\\color{blue}Rationale: This is ensure the display of the sprites doesn't foresee any weird visual glitches when animating. }\\\\\r\n\r\n{\\color{blue}Originator: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: Each tile will be loaded and will be observed for any weird sprite complications from player character or NPC's.}\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR6}\\\\\r\n{\\color{blue} Description:} All valid player input should respond appropriately for user input through a standard keyboard\r\n\r\n{\\color{blue}Rationale: This is to ensure the user can only control the player character using any standard keyboard. }\\\\\r\n\r\n{\\color{blue}Originator: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The game will be executed on several systems and keyboard inputs will be checked for consistent for each system.}\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\\\\\r\n\\newpage\r\nReliability and Availability Requirements\r\n\r\n{\\color{blue}\\item Requirement NFR7}\\\\\r\n{\\color{blue} Description:} The software should continue responding to user input as long as the system is running properly.\r\n\r\n{\\color{blue}Rationale: This is to ensure Pygame instance can be used/remain idol for long periods of time.}\\\\\r\n\r\n{\\color{blue}Originator: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The game will be run on various systems with other applications running for 180 minutes and will be seen if the game continues to function as intended at every 10 minute interval of the allotted interval. }\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR8}\\\\\r\n{\\color{blue} Description:} There must be no restrictions in obtaining the most recent version of the software\r\n\r\n{\\color{blue}Rationale: This is to ensure the game is accessible at all times.}\\\\\r\n\r\n{\\color{blue}Originator: Bilal Jaffry}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The repository should be available to the public as long as GitHub usually maintains public directories. }\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\\newpage\r\nCapacity Requirements\r\n\r\n{\\color{blue}\\item Requirement NFR9}\\\\\r\n{\\color{blue} Description:} A user must not need more than 500MB to download and run this software properly\r\n\r\n{\\color{blue}Rationale: This is to ensure the software is too large for users}\\\\\r\n\r\n{\\color{blue}Originator: Bilal Jaffry}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The final repository size. including sound and sprite assets will be checked for size under 500MB when the project is completed. }\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\subsection{Operational and Environmental Requirements}\r\nExpected Technological Environment \r\n\r\n{\\color{blue}\\item Requirement NFR10}\\\\\r\n{\\color{blue} Description:} The user must be able to use any keyboard device as an input device, with the [W,A,S,D] keys being the default method of moving the playable character\r\n\r\n{\\color{blue}Rationale: This is to ensure the user can only control the player characters movement with only these keys.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The game will be run on various systems and the response for movement from [W,A,S,D] keys will be observed.}\\\\\r\n \r\n{\\color{blue}Priority: High}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR11}\\\\\r\n{\\color{blue} Description:} System specifications must be able to display a minimum resolution of 480x376 pixels, at a 60Hz refresh rate\\\\\r\n{\\color{blue}Rationale: This is to ensure the user attempting to play the game can play it at the minimum specifications.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The Pygame instance checks the display device for each system to ensure the set refresh rate and resolution is at the minimum specification.}\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\\\\\r\n\r\nPartner Applications\r\n\r\n{\\color{blue}\\item Requirement NFR12}\\\\\r\n{\\color{blue} Description:} The software must not restrict the use of other processes on the desktop environment running at that given time\r\n\r\n{\\color{blue}Rationale: This is to ensure when a user decides to use the software it does not interfere with other processes the user wishes to use.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The game will be ran on several systems and will be observed during }\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\newpage\r\n\\subsection{Maintainability and Support Requirements}\r\nMaintainability\r\n{\\color{blue}\\item Requirement NFR13}\\\\\r\n{\\color{blue}Description: } Software revisions should be able to integrate with previous versions without any issues.\r\n\r\n{\\color{blue}Rationale: This is to ensure that when a user can continue to use the software after an update has been pushes to the repository.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: Updates will be tested on several systems to monitor functionality of the software after any software revisions have been made. }\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR14} \\\\\r\n{\\color{blue}Description:} The software should be updated when the software is no longer properly functioning on newer builds of OS environments\r\n\r\n{\\color{blue}Rationale: This is to ensure that the software application can execute properly when there are updates made on the designated operating systems }\\\\\r\n\r\n{\\color{blue}Originator: Bilal Jaffry}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The software will be tested for functionality after a mandatory update is made to the designated operating systems. }\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR15} \\\\\r\n{\\color{blue}Description: } The source code is to be made available for modification and maintainability by anyone\r\n\r\n{\\color{blue}Rationale: This is to ensure that the software continues to function and maintains its open-source property by being modified and maintained by any user.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: Users will clone the software repository and alter it. The functionality will be tested after these changes are made.}\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR16} \\\\\r\n{\\color{blue} Description:} Anyone should be able to find the software and freely download and install the software on the current version of Windows/Linux/{\\color{blue}Mac OS}\r\n\r\n{\\color{blue}Rationale: This is to ensure the software can run on the designated operating systems as intended.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The software application will be installed on each designated operating systems and tested for its functionality for booting up, playing and exiting the game.}\\\\\r\n \r\n{\\color{blue}Priority: High}\r\n  \r\n{\\color{blue}History: \\today}\r\n\\newpage\r\n\\subsection{Security Requirements}\r\n\r\n{\\color{blue}\\item Requirements NFR17}\\\\\r\n{\\color{blue} Description: } The source code must be made available for all members of the public to easily access and modify the software\r\n\r\n{\\color{blue}Rationale: This is to ensure the software maintains its property of being an open-source application, allowing for modification and easy access.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The repository will be cloned onto several machines after succesfully searching for the \"The Legend of Python\" on GitHub.}\\\\\r\n \r\n{\\color{blue}Priority: Medium}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\subsection{Cultural Requirements}\r\n\r\n{\\color{blue}\\item Requirement NFR18}\\\\\r\n{\\color{blue}Description: } The software will not use any texts, images or media that can potentially offend people from other countries that download and use the software\r\n\r\n{\\color{blue}Rationale: This is to ensure the software is accessible to anyone and does not intend to harm and offend any persons faith and culture.}\\\\\r\n\r\n{\\color{blue}Originator: Bilal Jaffry}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The software application will analyzed for any potential discrepancies and will be altered on such discovery. }\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR19}\\\\\r\n{\\color{blue}Description: } The software should give warning to clarify any similarities to any cultural, historical, political figures/event/beliefs are purely coincidental\r\n\r\n{\\color{blue}Rationale: This is to ensure the software that any remaining similarities in the game are not intended harm and offend any persons faith, culture and political beliefs.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The user guide will have a section regarding the potential similarities to any historical, political figures/event/beliefs are and state that they are purely coincidental}\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\subsection{Legal Requirements}\r\n{\\color{blue}\\item Requirement NFR20}\\\\\r\n{\\color{blue}Description:} The software must not be sold for any monetary gain and must be available freely world wide\r\n\r\n{\\color{blue}Rationale: This software application is an open-source project, and by definition should be available freely.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The GitHub repository is accessible to anyone with access to the site and can be freely cloned and modified.}\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR21}\\\\\r\n{\\color{blue}Description:} The software must agree to following all regulations for the legal distribution of free open source software\r\n\r\n{\\color{blue}Rationale: This is to ensure the software is following all legal guidelines for the distribution of open-source software.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The software follows distribution of permissive free software license using the MIT License framework,}\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\subsection{Health and Safety Requirements}\r\n\r\n{\\color{blue}\\item  Requirement NFR22}\\\\\r\n{\\color{blue}Description:} Frequent breaks of 15 minutes or more should be taken between play sessions lasting longer than 60 minutes\r\n\r\n{\\color{blue}Rationale: This is to ensure the user doesn't suffer from any fatigue from playing the game and maintains proper health.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The user guide for the application will indicate to the user to take breaks after a 60 minute interval of playing the game.}\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n{\\color{blue}\\item Requirement NFR23}\\\\\r\n{\\color{blue}Description: } The software should not compromise the rest of the user’s system before, during and after run-time of the software\r\n\r\n{\\color{blue}Rationale: This is to ensure the users internal system is not compromsied during the execution and use of the software files.}\\\\\r\n\r\n{\\color{blue}Originator:  Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco}\\\\\r\n\r\n{\\color{blue}Fit Criterion: The software is a stand-alone software and only relies on Python libraries for functionality. It does not require any connections to the internet and once cloned the software only has a direct connection to the GitHub repository.}\\\\\r\n \r\n{\\color{blue}Priority: Low}\r\n  \r\n{\\color{blue}History: \\today}\r\n\r\n\\end{enumerate}\r\n\r\n\\section{Project Issues}\r\n\r\n\\subsection{Open Issues}\r\n\r\n\\begin{itemize}\r\n    \\item The decision on how the screens are going to be rendered have yet to be made, the current two avenues of thought are loading the whole map and moving the camera around, or only rendering one screen at a time and having room transitions.\r\n    \\item The decision to allow for diagonal movement has been pondered as it is a feature in most topdown 2d games these days, but it doesn't blend well with the way movement is already set up in the original game.\r\n\\end{itemize}\r\n\r\n\\subsection{Off-the-Shelf Solutions} \r\n\r\nThere are several off the shelf solutions already available to consumers. Nintendo has re-released The Legend of Zelda multiple times across multiple platforms, with the most recent version being released as recently as September 2018 as part of the Nintendo Switch online service. These releases are available to consumers, however they are all emulated versions of the original 1986 game release. These products still offer the same experience content wise, however it still runs from the original code and has not been remade with new technologies comparable to what we will be working with.\r\n\r\n\\subsection{New Problems}\r\n\r\n\\subsubsection{Potential User Problems}\r\n\r\n\\begin{itemize}\r\n    \\item The new game will not run on original hardware, meaning that it will not be playable on Nintendo systems.\r\n    \\item This allows for the two products to exist separately as the platforms are different (Nintendo systems vs personal computers).\r\n    \\item The new system will not displace any previous implementations as it is a single player game and there is no playerbase to disrupt.\r\n    \\item The new system will not have any impact on the speedrunning community as they are dedicated to using the original NES version of the game.\r\n\\end{itemize}\r\n\r\n\\subsection{Tasks}\r\n{\\color{blue} The problem tasks are set by delivers that needed to be completed for the course SFFWR ENG 3XA3. The final demonstrations have to be completed by December 4th 2018 for Lab Section 1. The final document deliverables are due on the December 5th 2018 with all encompassing files regarding software documentation that have been created need to be updated. Additional documents such as the Test Report and User Guide need to be created for the final deliverable date. Revision 1 for final documentation should have all documents completed with properly annotated coloring for additional points added/altered in the final documentation.}\r\n\r\n\r\n\\subsection{Migration to the New Product}\r\n\r\nN / A - As the product is standalone from previous implementations (i.e. A whole new unrelated system)\r\n\r\n\\subsection{Risks}\r\n\r\nAs the project has been stated to be ambitious, the main risk that faces us is excessive schedule pressure. There is quite a number of features that need to be implemented and fully understood on our end to be able to pull off a project as ambitious as this. There are two possibilities, it will either take more time than anticipated to implement all of the features we want, or we reduce the scope of the project to meet deadlines. All of this will depend on time management, and more ambitious goals may be toned down at later points in development.\r\n\r\n\\subsection{Costs}\r\n\r\nThere is no monetary cost to this project as nothing needs to be bought and we are working for free. Timing costs can be estimated from the tasks that must be completed to meet these deliverables. Time estimates are very rough.\r\n\r\n\\begin{itemize}\r\n    \\item Creating tile maps and sprite rendering: ~8 hours\r\n    \\item Creating basic player object with movement: ~4 hours\r\n    \\item Add in collision detection for player and intractable objects: ~6 hours\r\n    \\item Add in items for the player: ~14 hours\r\n    \\item Add in enemies with AI: ~30 hours\r\n    \\item Scripting Dungeons: ~40 hours\r\n    \\item This all totals to around 102 hours of work for the the primary basis of the project.\r\n\\end{itemize}\r\n\r\n\\subsection{User Documentation and Training}\r\n\r\nUser documentation should be handled with a small manual that explains basic controls and some descriptions of the enemies, mechanics, and items. The main goal is to introduce the ideas of the game to the user to allow for a better understanding of the main gameplay concepts to allow for a more enjoyable experience.\r\n\r\n\\newpage\r\n\\subsection{Waiting Room}\r\n\r\n{\\color{blue} The software application should have an user interface to allow users to manage the audio levels for different channels of sounds in the game such as the music, sound effects, etc. The program should also allow users to assign custom keys for movement and interaction using a user interface. These such additions should be accessible when at the main menu of the game.\\\\\r\n\r\nThe software application can be added upon the current created framework to generate several other complete levels. Each level would have several other objectives/NPC's to encounter when executing the software application. \r\n\r\n}\r\n\r\n\\subsection{Ideas for Solutions}\r\n\r\n{\\color{blue} A solution to the user interface settings menu would be similar to how the different states of the game are handled. The settings menu would be a seperate state that would be accessible using a designated key command. This would load the settings state of the game and would allow users to modify the audio levels for each channel and map the keys accordingly.}\r\n\r\n\\bibliographystyle{plainnat}\r\n\r\n\\bibliography{SRS}\r\n\r\n\r\n\\newpage\r\n\r\n\\section{Appendix}\r\n\r\nN / A\r\n%This section has been added to the Volere template.  This is where you can place\r\n%additional information.\r\n\r\n\\subsection{Symbolic Parameters}\r\n\r\nN / A\r\n%The definition of the requirements will likely call for SYMBOLIC\\_CONSTANTS.\r\n%Their values are defined in this section for easy maintenance.\r\n\r\n\\end{document}\r\n"
  },
  {
    "path": "Doc/TestPlan/Makefile",
    "content": ".PHONY: MyDoc.pdf all clean\n\nall: MyDoc.pdf\n\n%.tex: %.raw\n\t./raw2tex $< > $@\n\n%.tex: %.dat\n\t./dat2tex $< > $@\n\nMyDoc.pdf: TestPlan.tex\n\tlatexmk -pdf -latex=\"pdflatex -interaction=nonstopmode\" -use-make TestPlan.tex\n\nclean:\n\tlatexmk -CA\n"
  },
  {
    "path": "Doc/TestPlan/README.md",
    "content": "# Test Plan\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/TestPlan/TestPlan.tex",
    "content": "\\documentclass[12pt, titlepage]{article}\n\n\\usepackage{booktabs}\n\\usepackage{tabularx}\n\\usepackage{hyperref}\n\\hypersetup{\n    colorlinks,\n    citecolor=black,\n    filecolor=black,\n    linkcolor=red,\n    urlcolor=blue\n}\n\\usepackage[round]{natbib}\n\n% For smaller columns in tables\n\\newcolumntype{s}{>{\\hsize=.5\\hsize}X}\n\n\\title{SE 3XA3: Test Plan\\\\Legend of Python}\n\n\\author{Team \\# 1, Lava Boys Inc\n\t\t\\\\ Bilal Jaffry, jaffryb\n\t\t\\\\ Giacomo Loparco, loparcog\n\t\t\\\\ Lucas Zacharewicz, zacharel\n}\n\n\\date{\\today}\n\n\\begin{document}\n\n\\maketitle\n\n\\pagenumbering{arabic}\n\\tableofcontents\n\\listoftables\n\\listoffigures\n\n\\begin{table}[bp]\n\\caption{\\bf Revision History}\n\\begin{tabularx}{\\textwidth}{p{3cm}p{2cm}X}\n\\toprule {\\bf Date} & {\\bf Version} & {\\bf Notes}\\\\\n\\midrule\n10/26/2018 & 1.0 & Initial Test Plan Created\\\\\n\\bottomrule\n\\end{tabularx}\n\\end{table}\n\n\n\\newpage\n\\section{General Information}\n\n\\subsection{Purpose}\nThe purpose of testing this project is to establish confidence and reliability that the software for the project\nwas implemented in a correct and verifiable manner. \n\\subsection{Scope}\nThe test plan allows us to form a basis for the testing the functionality and reliability of our open-source version of the The Legend Of Zelda. Our test plans objective is to prove that a user is able to play a level of our re-creation of The Legend of Zelda effectively and consistently.\n\nThe testing plan establishes an outline for how the arrange out testing for all aspects of the software product. The following documentation will outline the various testing methods and the tools that will be used in the process.\n\n\\subsection{Acronyms, Abbreviations, and Symbols}\n\n\\begin{table}[hbp]\n\t\\caption{\\textbf{Table of Abbreviations}} \\label{Table}\n\t\n\t\\begin{tabularx}{\\textwidth}{p{3cm}X}\n\t\t\\toprule\n\t\t\\textbf{Terminology} & \\textbf{Definition} \\\\\n\t\t\\midrule\n\t\tPoC & Proof of Concept\\\\\n\t\tNES & Nintendo Entertainment System\\\\\n\t\tUI & User Interface\\\\\n\t\tSRS & Software Requirement Specification\\\\\n\t\t\\bottomrule\n\t\\end{tabularx}\n\t\n\\end{table}\n\n\\begin{table}[hbp]\n\t\\caption{\\textbf{Table of Definitions}} \\label{Table}\n\t\n\t\\begin{tabularx}{\\textwidth}{p{4cm}X}\n\t\t\\toprule\n\t\t\\textbf{Terminology} & \\textbf{Definition}\\\\\n\t\t\\midrule\n\t\tManual Testing & Testing conducted by human interaction.\\\\\n\t\tDynamic Testing & Testing is conducted by asserting and executing test cases at run-time.\\\\\n\t\tStatic Testing & Testing that is not conducted by executing any program.\\\\\n\t\tStructural Testing & Testing conducted regarding the internal software structure.\\\\\n\t\tFunctional Testing & Testing conducted from a the functional requirements, how the program should function when executed.\\\\\n\t\tStress Test Mode & Testing mode where the performance of the software is tested under heavy amounts of load.\\\\\n\t\tUser & Person who is playing the game.\\\\\n\t\tPlayer & Represent the controllable in-game character.\\\\\n\t\tSprite & Images representing environment, UI elements, enemy, and player characters.\\\\\n\t\tPygame & Cross-platform set of Python modules designed for writing video games. It includes computer graphics and sound libraries designed to be used with the Python programming language.\\\\\n\t\tPytest & Testing framework for the Python programming language, supporting complex functional testing for applications and libraries.\\\\\n\t\tThe Legend of Zelda & A game released by Nintendo in 1986 for the Nintendo Entertainment System.\\\\\n\t\tNintendo Switch & Game console released by Nintendo in 2017.\\\\\n\t\tLink & This the original name of the user controlled, player character.\\\\\n\t\tEnemy (AI) & This is the Artificial Intelligence that governs the enemies that are harmful to the player-character.\\\\\n\t\tDragon & The Dragon enemny that the user interacts with in the game.\\\\\n\t\tKeese & This is the Bat enemy that the user interacts with in the game.\\\\\n\t\tStalfos & This is the Skeleton enemy that user interacts with in the game.\\\\\n\t\tLevel/Dungeon & This represents the entire playable space that the user is able to explore.\\\\\n\t\tRupy & This item found in game is collected by the user to increase total points score.\\\\\n\t\t\\bottomrule\n\t\\end{tabularx}\n\\end{table}\t\n\\newpage\n\\subsection{Overview of Document}\nThis project will be a re-implementation of the open source project for the NES original game, The Legend of Zelda. The game allows users to control a playable character by the name of Link, allowing them to interact with enemy AI's. The user will solve puzzles and defeat foes on their way to complete the entire level. Software requirements regarding this project can be found in the SRS revision 0 document.\n\n\\section{Plan}\n\n\\subsection{Software Description}\nThe software will allow users to interact with and explore a custom designed level/dungeon as the playable character Link. This implementation will be completed in Python.\n\n%%TABLE1\n\\begin{table}[hbp]\n\t\\caption{\\textbf{Testing Assignments}} \\label{Table}\n\t\n\t\\begin{tabularx}{\\textwidth}{|s|X|s|}\n\t\t\\toprule\n\t\t\\textbf{Date} & \\textbf{Task} & \\textbf{Member} \\\\\n\t\t\\midrule\n\t\t10/5/2018 & Requirements Document Revision 0 & ALL\\\\\n\t\t10/16/2018 & Proof of Concept Demonstration & ALL\\\\\n\t\t10/26/2018 & Test Plan Revision 0 & ALL\\\\\n\t\t\\bottomrule\n\t\\end{tabularx}\n\\end{table}\n\n\n\\subsection{Test Team}\nThe individuals involved for the testing are Giacomo Loparco (GL), Lucas Zacharewicz (LZ), and Bilal Jaffry (BJ).\n\\subsection{Automated Testing Approach and Testing Tools}\nThe testing framework that will be used will be the Pytest libary. It will be used to automate the unit testing.\n\\\\\n\\subsection{Testing Schedule}\n\n\\begin{table}[hbp]\n\t\\caption{\\textbf{Task Assignments}} \\label{Table}\n\t\n\t\\begin{tabularx}{\\textwidth}{|s|s|X|}\n\t\t\\toprule\n\t\t\\textbf{Date} & \\textbf{Member} & \\textbf{Task} \\\\\n\t\t\\midrule\n\t\t10/31/2018 &  BJ and GL & User and Player Interactions\\\\\n\t\t11/8/2018 &  GL and LZ & Environment and Interactions\\\\\n\t\t11/14/2018 &  BJ and GL & Look and Feel\\\\\n\t\t11/17/2018 &  ALL &  Usability\\\\\n\t\t11/20/2018 & LZ & Performance \\\\\n\t\t\\bottomrule\n\t\\end{tabularx}\n\\end{table}\n\n\\section{System Test Description}\n\t\n\\subsection{Tests for Functional Requirements}\n\n\\subsubsection{User and Player Interactions}\n\t\t\n\\paragraph{User Inputs}\n\n\\begin{enumerate}\n\n\\item{FR-USR-01\\\\}\n\nType: Functional, Dynamic, Manual\n\t\t\t\t\t\nInitial State: Player is in a room with valid movement options (not blocked in any direction)\n\t\t\t\t\t\nInput: User presses a single movement key (W, A, S, or D) on the keyboard\n\t\t\t\t\t\nOutput: Player moves in the direction specified by the key pressed, until the key is let go\n\t\t\t\t\t\nHow test will be performed: Within an empty room with no barriers, the player will be loaded into the game,\nand each movement key will be pressed, held, and let go, to see if the player moves in the intended direction\nor if there was an error\n\t\t\t\t\t\n\\item{FR-USR-02\\\\}\n\nType: Functional, Dynamic, Manual\n\t\t\t\t\t\nInitial State: Player is in a room with valid movement options\n\t\t\t\t\t\nInput: User presses and holds down a movement key, and then presses and holds another movement key\nconcurrently with the first\n\t\t\t\t\t\nOutput: Player keeps moving in the direction specified by the first key held down\n\t\t\t\t\t\nHow test will be performed: Within an empty room with no barriers, the player will be loaded into the game,\nand the specified input will be put in. If the player keeps moving in the initial direction, ignoring the second\ndirection key pressed, the test is a success. If the player slows, stops, or changes direction, an error has occurred.\n\n\\item{FR-USR-03\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player is in a room\n\nInput: User presses the attack key\n\nOutput: Player moves into \"attack state\" (movement not allowed, sword spawned in direction), and then goes back to their initial position\n\nHow test will be performed: The player will be spawned into a room, and the user will press the attack key. When the key is pressed,\nthe user will observe whether or not the player has changed positions and a sword has been spawned, and whether the player goes back to their\ninitial position after some time, and the sword has been deleted. If any abnormalities occur from this result, an error has occurred.\n\n\\item{FR-USR-04\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player is in a room\n\nInput: User presses the attack key, and holds a movement key while player is in \"attack state\"\n\nOutput: Player stays in current attack state, and does not move\n\nHow test will be performed: The player will be spawned into a room, and the user will press the attack key. When the key is pressed,\nthe user will immediately press a movement key. If the player does not move or change states while in the attack state, the test is a success.\nIf not, then an error has occurred.\n\n\\item{FR-USR-05\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player is in a room\n\nInput: User repeatedly presses the attack key\n\nOutput: Player pauses between attacks\n\nHow test will be performed: The player will be spawned into a room, and the user will rapidly press the attack key. The user will\nthen observe whether the player consistently attacks whenever the key is pressed, or if there is a brief pause, specified by the code, in\nbetween attacks, ignoring the attack input. If this brief pause is observed, the test has passed. Otherwise, an error has occurred.\n\n\\item{FR-USR-06\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player is in a room, with boomerang item in inventory\n\nInput: User presses the use item key\n\nOutput: Player uses their boomerang\n\nHow test will be performed: The player will be spawned into a room with a boomerang in their inventory, and the user will press the use item key. When the key is pressed,\nthe user will observe whether a boomerang is spawned in front of the player. If this does not occur, an error has occurred.\n\n\\end{enumerate}\n\n\\paragraph{Player Interactions} \n\n\\begin{enumerate}\n\\setcounter{enumi}{6}\t\n\n\\item{FR-PLYR-01\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and wall in a room\n\nInput: Player moved towards wall\n\nOutput: Player stopped whenever the player sprite touches the wall sprite\n\nHow test will be performed: The player will be spawned into a room with a wall. The user will move the player towards the wall, and observe\nwhat happens when the two objects, player and wall, collide, and if the specified output is achieved.\n\n\\item{FR-PLYR-02\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and enemy in a room\n\nInput: Player moved towards enemy\n\nOutput: Player pushed backwards (in reference to walking direction), and player health decreased by set amount (depending on enemy type)\n\nHow test will be performed: The player will be spawned into a room with a basic enemy (ex. a keese). The user will move the player towards the enemy, and observe what happens when the two objects, player and enemy, collide, and if the specified output is achieved.\n\n\\item{FR-PLYR-03\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and consumable item (rupy) in a room\n\nInput: Player moved towards item\n\nOutput: Item deleted, player rupy count incremented by 1\n\nHow test will be performed: The player will be spawned into a room with a consumable item (rupy). The user will move the player towards the item, and observe what happens when the two objects, player and item, collide, and if the specified output is achieved.\n\n\\item{FR-PLYR-04\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and consumable item (key) in a room\n\nInput: Player moved towards item\n\nOutput: Item deleted, player key count incremented by 1\n\nHow test will be performed: The player will be spawned into a room with a consumable item (key). The user will move the player towards the item, and observe what happens when the two objects, player and item, collide, and if the specified output is achieved.\n\n\\item{FR-PLYR-05\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and consumable item (heart) in a room\n\nInput: Player moved towards item\n\nOutput: If player health is less than max, the heart is consumed and the player health is brought up by one, or visually, one heart. If the player's health is full, the item is not consumed and no collision event occurs\n\nHow test will be performed: The player will be spawned into a room with a consumable item (heart). The user will move the player towards the item, once with full health and once with the player's health less than the player's max health, and observe what happens when the two objects collide.\n\n\\item{FR-PLYR-06\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and boomerang item in a room\n\nInput: Player moved towards item\n\nOutput: The boomerang item is added to the user's inventory\n\nHow test will be performed: The player will be spawned into a room with a collectible item (boomerang). The user will move the player towards the item, and observe what happens when the two objects, player and boomerang, collide, and if the specified output is achieved.\n\n\\item{FR-PLYR-07\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and keese enemy in room\n\nInput: Player is in attack state, and the player's sword collides with an enemy\n\nOutput: The enemy's health decrements itself by 1\n\nHow test will be performed: The player will be spawned into a room with a keese enemy, who only have a max health of 1. The player will attack when near and facing an enemy, so the sword and the enemy collide. If the keese is killed (deleted from the screen), the test was a success, and if not, an error has occurred.\n\n\\item{FR-PLYR-08\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player and keese enemy in room\n\nInput: Player collides with keese enemy repeatedly\n\nOutput: Player health reduced to 0, and game over screen appears\n\nHow test will be performed: The player will be spawned into a room with a stalfos enemy. The player will repeatedly collide with the keese until the health displayed on screen is reduced to 0, and then observe if the game state moves to the \"Game over\" screen.\n\n\\item{FR-PLYR-09\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with boomerang in room\n\nInput: Player uses boomerang\n\nOutput: Boomerang object is spawned, moves a certain distance away from player, and then moves back, deleting itself when colliding with the player\n\nHow test will be performed: The player will be spawned into a room with a boomerang in their inventory. The user will press the use item key and observe if the specified output is achieved.\n\n\\item{FR-PLYR-10\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with boomerang and enemy in room\n\nInput: Player uses boomerang and boomerang collides with enemy\n\nOutput: Enemy stops moving for a set amount of time\n\nHow test will be performed: The player will be spawned into a room with a boomerang in their inventory. The user will press the use item key when facing the enemy, in a range for the boomerang to hit them, and observe if the specified output is achieved.\n\n\\item{FR-PLYR-11\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with final objective item in room\n\nInput: Player collides with final objective item\n\nOutput: \"Game Complete\" screen appears, game over\n\nHow test will be performed: The player will be spawned into a room with the final objective item. The user will move the player towards the item and observe what happens when the player and item collide.\n\n\\end{enumerate}\n\n\\subsubsection{Environment Interaction}\n\n\\paragraph{Enemy Interactions}\n\n\\begin{enumerate}\n\t\\setcounter{enumi}{16}\t\n\t\n\\item{FR-ENMY-01\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Group of 3-4 keese in dungeon room (wall barriers at all edges)\n\nInput: N/A\n\nOutput: Keese stays within the confines of the window, passing through walls but not leaving the viewable area, not getting stuck\n\nHow test will be performed: The keese will be spawned in a room and the user will observe the keese for 1-2 minutes to determine whether the output is achieved.\n\n\\item{FR-ENMY-02\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Group of 3-4 keese in dungeon room (wall barriers at all edges)\n\nInput: N/A\n\nOutput: Keese movement consistent to that of the original project\n\nHow test will be performed: The user will observe the keese movement in both the original project and this project, and see if the behavior, speed, and general idea of the keese is consistent with the original project.\n\n\\item{FR-ENMY-03\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Group of  3-4 stalfos in dungeon room (wall barriers at all edges), with wall objects in the middle of the room\n\nInput: N/A\n\nOutput: Stalfos collides with walls and does not go through them, not getting stuck\n\nHow test will be performed: The stalfos will be spawned in a room and the user will observe the stalfos for 1-2 minutes to determine whether the output is achieved.\n\n\\item{FR-ENMY-04\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Group of 3-4 stalfos in dungeon room (wall barriers at all edges)\n\nInput: N/A\n\nOutput: Stalfos movement consistent to that of the original project\n\nHow test will be performed: The user will observe the stalfos movement in both the original project and this project, and see if the behavior, speed, and general idea of the stalfos is consistent with the original project.\n\n\\item{FR-ENMY-05\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Room with dragon\n\nInput: N/A\n\nOutput: Dragon constantly spawning fireballs at certain time intervals\n\nHow test will be performed: The dragon will be spawned in a room and the user will observe the dragon 1-2 minutes to determine whether the output is achieved.\n\n\\item{FR-ENMY-06\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Room with dragon\n\nInput: N/A\n\nOutput: Dragon attacks consistent to that of the original project\n\nHow test will be performed: The user will observe the dragon attacks in both the original project and this project, and see if the behavior and general idea of the dragon is consistent with the original project.\n\t\n\\end{enumerate}\n\n\\paragraph{Dungeon Interactions/Creation}\n\n\\begin{enumerate}\n\t\\setcounter{enumi}{22}\t\n\t\n\\item{FR-DUNG-01\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player in room with open door\n\nInput: Player collides with door\n\nOutput: Player moves to another room of the dungeon\n\nHow test will be performed: The player will be spawned into a room with a door, and a corresponding room connected to load once the player has collided with, or \"walked through\" the door. The user will move the player towards the door to then collide with it and observe the reaction.\n\n\\item{FR-DUNG-02\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with >0 keys in room with locked door\n\nInput: Player collides with door \n\nOutput: Locked door turns into open door\n\nHow test will be performed: The player will be spawned into a room with a locked door. The player will collide with the door and the user will observe the result.\n\n\\item{FR-DUNG-03\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with 0 keys in room with locked door\n\nInput: Player collides with door \n\nOutput: Locked door stays locked (no change)\n\nHow test will be performed: The player will be spawned into a room with a locked door. The player will collide with the door and the user will observe the result.\n\n\\item{FR-DUNG-04\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with >0 keys in room with locked door\n\nInput: Player collides with door \n\nOutput: Locked door turns into open door\n\nHow test will be performed: The player will be spawned into a room with a locked door. The player will collide with the door and the user will observe the result.\n\n\\item{FR-DUNG-05\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Player with blocked objective door\n\nInput: Player completes objective (ex. kill all enemies in room)\n\nOutput: Blocked objective door turns into open door\n\nHow test will be performed: The player will be spawned into a room with an blocked objective door and an objective to complete. The player will complete the objective and observe the resulting door change.\n\n\\item{FR-DUNG-06\\\\}\n\nType: Functional, Dynamic, Manual\n\nInitial State: Full dungeon created with player at starting room\n\nInput: Player walks through dungeon\n\nOutput: Final rooms lead to dragon boss and final objective item\n\nHow test will be performed: The player will be spawned into a full-game test, and observe whether the game produces a map where you progress from the start to the end of the map, being able to visit all rooms, and be led to the end of the dungeon where there is the dragon boss, and then the final item to collect for a game over\n\t\n\t\n\\end{enumerate}\n\n\\subsection{Tests for Nonfunctional Requirements}\n\n\\subsubsection{Look and Feel}\n\n\\begin{enumerate}\n\t\n\t\\item{NFC-LF-01\\\\}\n\t\n\tType: Structural, Manual \n\t\n\tInitial State: Game is launched and running.\n\t\n\tInput/Condition: User is asked to play the game.\n\t\n\tOutput/Result: The majority of the users report that there is no noticeable decline in quality with the animations.\n\t\n\tHow test will be performed: The game will be loaded and running for the user to sit down and spend time playing the game. The users will be asked a series of question about their immersion in the game world and whether or not they saw any oddities relating to the animations in the game.\n\t\n\t\\item{NFC-LF-02\\\\}\n\t\n\tType: Manual\n\t\n\tInitial State: Users have completed the above test and will play a version of The Legend of Zelda on the Nintendo Switch.\n\t\n\tInput: Users play The Legend of Zelda on the Nintendo Switch.\n\t\n\tOutput: The majority of users are not able to decern the differences in the animation between the original and the project.\n\t\n\tHow test will be performed: The users will sit down with the original version of The Legend of Zelda to play and answer some questions about how the animations compare between the two games.\n\t\n\\end{enumerate}\n\n\\subsubsection{Usability}\n\n\\begin{enumerate}\n\t\\setcounter{enumi}{2}\t\n\t\n\t\\item{NFC-USE-01\\\\}\n\t\n\tType: Manual\n\t\n\tInitial State: Game is launched and running.\n\t\n\tInput: User is asked to play the game.\n\t\n\tOutput: The majority of users report that the controls were easy to learn and the learning curve of game mechanics is low.\n\t\n\tHow test will be performed: The game will be loaded and running for the user to play. The user will spend some time with the game and be asked question about how easy it was to learn the game and its mechanics.\n\t\n\t\\item{NFC-USE-02\\\\}\n\t\n\tType: Manual\n\t\n\tInitial State: Users have completed the above test and will play a version of The Legend of Zelda on the Nintendo Switch.\n\t\n\tInput: Users play The Legend of Zelda on the Nintendo Switch\n\t\n\tOutput: The majority of the users are not able to distinguish between the quality of gameplay between the two versions\n\t\n\tHow test will be performed: The users will sit down with the original version of The Legend of Zelda to play and they will answer questions on how the quality of gameplay and mechanics compare between the two versions.\n\t\n\\end{enumerate}\n\n\\subsubsection{Performance}\n\n\\begin{enumerate}\n\t\\setcounter{enumi}{4}\t\n\t\n\t\\item{NFC-PER-01\\\\}\n\t\n\tType: Dynamic, Structural\n\t\n\tInitial State: Game is launched in stress test mode.\n\t\n\tInput: No input is required.\n\t\n\tOutput: The game outputs statistics about how the game ran (i.e. average frames per second, max frames per second, min frames per second, etc.)\n\t\n\tHow the test will be performed: The game gets launched in stress test mode where it will load a room of enemies and other game objects and let them interact with the environment which allows for the judgment of performance quality for the game. These results can be compared to the performance of the project under regular stress, and how far it degrades.\n\t\n\t\\item{NFC-PER-02\\\\}\n\t\n\tType: Dynamic, Structural\n\t\n\tInitial State: Game is launched in stress test mode\n\t\n\tInput: No input required\n\t\n\tOutput: The test outputs the statistics on the loading performances (i.e. average load time, max load time, min load time, etc)\n\t\n\tHow the test will be performed: The game gets launched in stress test mode where it will load rooms with large amounts of enemies and other game objects and time how long it takes to load for each room loaded in this way. The test then reports the measured statistics.\n\t\n\\end{enumerate}\n\n\\section{Tests for Proof of Concept}\nProof of Concept testing was focused on verifying the functionality of the user input from the keyboard and if the game could be effectively tested using manual testing. The manual testing would require the Player character to spawn at a pre-determined location on the screen, and be able to move around freely in the bounds of the level. The user would then be able to interact with enemy AI and interact with them to defeat them. Therefore, the testing for the Proof of Concept involved the ability for the user to control the playable character consistently, interact with basic enemy AI and the functionality of enemy and wall collision.\n\\subsection{Input Testing}\n\n\\begin{enumerate}\n\t\n\t\\item{INP-1\\\\}\n\t\n\tType: Functional, Manual\n\t\n\tInitial State: Link sprite is rendered to the screen at a pre-determined (x,y) location\\\\\n\t\n\tInput: The [W,A,S,D] keys on a standard keyboard, representing the [+y,-x,-y,+x], moving the player character in the respective directions\\\\\n\t\n\tOuput: The Link sprite will update its location at interval of of 3 units per frame in the respective +x,-x, +y,-y direction, at a 60 Hz refresh rate\\\\\n\t\n\tHow test will be performed: The user will use any of the [W,A,S,D] to move the sprite in the respective direction. The user will observe if the sprite updates 3 units for every frame when the key is held. Once the key is released the sprite should remain stationary at the new (x,y) position. If they key is pressed and the sprite does not update its (x,y) correctly on the screen or when the key is released does not remain the in the last position, then an error has occurred.\\\\\n\t\n\t\\item{INP-2\\\\}\n\t\n\tType: Function, Manual\n\t\n\tInitial State: Link sprite is rendered to the screen at a pre-determined (x,y) location. The sprite could have been updated to another (x,y) location after movement.\\\\\n\t\n\tInput: The user uses the [K,L] keys on the keyboard for weapon use and item use respectively.\\\\\n\t\n\tOutput: When the user uses the [K] the sword sprite will be updated and will damage of the enemy AI when there is contact made between the two sprites. The current item inventory will display a 'Item Used' message to the developer console\\\\\n\t\n\tHow test will be performed: The [K] key press will update the sprite according to the proper orientation (Up,Down,Left,Right) with a Link attacking sprite. This will be checked for all directions and ensure the once the [K] key is pressed, the user cannot move the player character. If the sprite collides with an enemy AI sprite the enemy AI will be removed off screen and a randomly generated item will be displayed. If at any point the [K] key does not display the sprite animation, aswell as not damaging the enemy AI on collision, then an error has occurred. If the [L] key is used and the 'Item Used' message does not appear at any point, then an error has also occurred\n\t\n\\end{enumerate}\n\n\\begin{enumerate}\n\t\\subsection{Enemy Testing}\n\t\n\t\\item{ENM-1\\\\}\n\t\n\tType: Function, Manual\\\\\n\t\n\tInitial State: The Keese enemy AI is spawned at a pre-determined location\\\\\n\t\n\tInput: No user input is taken\\\\\n\t\n\tOutput: The Keese enemy AI moves within the bounds of the screen. The sprite animates for every new location it moves to on the screen. If the sprite collides with the user character at any point, the Link sprite should be moved in the direction the Keese was moving it as well as update the player health by lowering it by a half each time the Link sprite collides withe Keese sprite\\\\\n\t\n\tHow test will be performed: The test will be performed by placing a Keese actor onto to the screen and observing its interactions with the player character and if the user stays within the bounds\\\\\n\\end{enumerate}\n\n\\begin{enumerate}\n\t\n\t\\subsection{Player Collision}\n\t\n\t\\item{COL-1\\\\}\n\t\n\tType: Function, Manual\n\t\n\tInitial State: Link sprite is rendered to the screen at a pre-determined (x,y) location \\\\\n\t\n\tInput: The user inputs the movement keys [W,A,S,D] on keyboard\\\\\n\t\n\tOutput: The user will not be able to update its (x,y) when the sprite collides with a wall sprite. Will not be able to leave the bounds of the room sprite\\\\\n\t\n\tHow test will be performed: The user will input a movement command, and will observe if the sprite is bounded by the wall sprites. An error has occurred if the player is able to move outside of the viewable space of the window.\n\\end{enumerate}\n\n\t\n\\section{Comparison to Existing Implementation}\t\n\nThere are four tests in this test plan that compare this project to it's existing implementation as a check for correctness. Please view them at their corresponding test ID's:\n\n\\begin{itemize}\n\t\\item FR-ENMY-02\n\t\\item FR-ENMY-04\n\t\\item FR-ENMY-06\n\t\\item NFC-USE-02\n\\end{itemize}\n\t\t\t\t\n\\section{Unit Testing Plan}\n\nThe unit testing suite PyTest will be used for unit testing this project.\nPyTest-cov will be used for testing statement coverage.\n\n\\subsection{Unit testing of internal functions}\n\nUnit testing works on internal functions that return testable values. With this knowledge, unit test are best produced when modules are separated from one another to test the how they perform in a vacuum. Tests will give methods some input and compare against the expected output to check for validity. These inputs can be either valid in which case the module shall produce the desired output, or they could be invalid inputs which shall produce exceptions that the unit tests will be able to catch. With the PyTest-cov plug-in, statement coverage can be tested while unit testing is done. The goal is to cover as high a percent of unit testable code as possible with the unit tests to ensure correctness and stability in the project. Our goal is at least 70 percent coverage.\n\n\\subsection{Unit testing of output files}\t\t\n\nN/A, as the game does not create any output files.\n\n\\end{document}\n"
  },
  {
    "path": "Doc/TestReport/README.md",
    "content": "# Test Report\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "Doc/TestReport/TestReport.tex",
    "content": "\\documentclass[12pt, titlepage]{article}\n\n\\usepackage{booktabs}\n\\usepackage{tabularx}\n\\usepackage{hyperref}\n\\hypersetup{\n    colorlinks,\n    citecolor=black,\n    filecolor=black,\n    linkcolor=red,\n    urlcolor=blue\n}\n\\usepackage[round]{natbib}\n\n\\title{SE 3XA3: Test Report\\\\Legend of Python}\n\n\\author{Team \\# 1, Lava Boys Inc\n\t\t\\\\ Bilal Jaffry, jaffryb\n\t\t\\\\ Giacomo Loparco, loparcog\n\t\t\\\\ Lucas Zacharewicz, zacharel\n}\n\\date{\\today}\n\n\\begin{document}\n\n\\maketitle\n\n\\pagenumbering{roman}\n\\tableofcontents\n\\listoftables\n\\listoffigures\n\n\\begin{table}[ht]\n\\caption{\\bf Revision History}\n\\begin{tabularx}{\\textwidth}{p{3cm}p{2cm}X}\n\\toprule {\\bf Date} & {\\bf Version} & {\\bf Notes}\\\\\n\\midrule\nDecember 3rd & 1.0 & Rev 1 Submission\\\\\n\\bottomrule\n\\end{tabularx}\n\\end{table}\n\n\\newpage\n\n\\pagenumbering{arabic}\n\n\\section{Functional Requirements Evaluation}\n\n\\subsection{User Input Tests}\n\nTest Name: FR-USR-01\\\\\n\nResult: The user is able to move in all intended directions.\\\\\n\nTest Name: FR-USR-02\\\\\n\nResult: Player is locked into one direction as long as they hold that key (intended behavior).\\\\\n\nTest Name: FR-USR-03\\\\\n\nResult: The user is able to enter and leave the attack state.\\\\\n\nTest Name: FR-USR-04\\\\\n\nResult: The user is unable to move during the attack state.\\\\\n\nTest Name: FR-USR-05\\\\\n\nResult: The user experiences an input delay between attacks.\\\\\n\nTest Name: FR-USR-06\\\\\n\nResult: THe player is able to use the boomerang item.\\\\\n\n\\subsection{Player Interaction Tests}\n\nTest Name: FR-PLYR-01\\\\\n\nResult: The player collides with the wall and is unable to move through it.\\\\\n\nTest Name: FR-PLYR-02\\\\\n\nResult: The player collides with the enemy, takes damage, and is knocked back.\\\\\n\nTest Name: FR-PLYR-03\\\\\n\nResult: The player collides and picks up the item with the rupee count incrementing by 1.\\\\\n\nTest Name: FR-PLYR-04\\\\\n\nResult: The player collides and picks up the item with the key count incrementing by 1.\\\\\n\nTest Name: FR-PLYR-05\\\\\n\nResult: The player collides and picks up the item with the health count incrementing by 1.\\\\\n\nTest Name: FR-PLYR-06\\\\\n\nResult: The player collides with the boomerang and it is added to the player's inventory.\\\\\n\nTest Name: FR-PLYR-07\\\\\n\nResult: The player enters the attack state, the player's sword collides with the enemey, and the enemy takes the appropriate amount of damage.\\\\\n\nTest Name: FR-PLYR-08\\\\\n\nResult: The player dies and the game over screen appears.\\\\\n\nTest Name: FR-PLYR-09\\\\\n\nResult: The player uses the boomerang, it moves in the same direction the player is facing, the boomerang returns to the player.\\\\\n\nTest Name: FR-PLYR-10\\\\\n\nResult: The player throws the boomerang at the enemy stunning it for the set amount of time.\\\\\n\nTest Name: FR-PLYR-11\\\\\n\nResult: The player collides with the final item and the game complete screen appears.\\\\\n\n\\subsection{Enemy Interaction Tests}\n\nTest Name: FR-ENMY-01\\\\\n\nResult: Keese stays within the confines of the room.\\\\\n\nTest Name: FR-ENMY-02\\\\\n\nResult: The keese movement is consistent with the original projects.\\\\\n\nTest Name: FR-ENMY-03\\\\\n\nResult: Stalfos stays within the confines of the room.\\\\\n\nTest Name: FR-ENMY-04\\\\\n\nResult: The stalfos movement is consistent with the original projects.\\\\\n\nTest Name: FR-ENMY-05\\\\\n\nResult: Aquamentus attacks at specified time intervals.\\\\\n\nTest Name: FR-ENMY-06\\\\\n\nResult: Aquamentus's attacks are consistent with the original version.\\\\\n\n\\subsection{Dungeon Interactions/Creation Tests}\n\nTest Name: FR-DUNG-01\\\\\n\nResult: The player is able to move between rooms.\\\\\n\nTest Name: FR-DUNG-02\\\\\n\nResult: The player is able to unlock the door.\\\\\n\nTest Name: FR-DUNG-03\\\\\n\nResult: The player collides with the door and it stays locked.\\\\\n\nTest Name: FR-DUNG-04\\\\\n\nResult: The player is able to unlock the door.\\\\\n\nTest Name: FR-DUNG-05\\\\\n\nResult: The player completes the objective and the door opens.\\\\\n\nTest Name: FR-DUNG-06\\\\\n\nResult: The player is spawned into the full map and is able to traverse every room.\\\\\n\n\\section{Nonfunctional Requirements Evaluation}\n\n\\subsection{Look and Feel}\n\nTest Name: NFC-LF-01\\\\\n\nResult: 4 of 4 users did not indicate a decline in animation quality.\\\\\n\nTest Name: NFC-LF-02\\\\\n\nResult: 4 of 4 users did not discern any difference between this implementation and the original project.\\\\\n\n\\subsection{Usability}\n\nTest Name: NFC-USE-01\\\\\n\nResult: 4 of 4 users indicated that the controls were easy to learn with a low learning curve.\\\\\n\nTest Name: NFC-USE-02\\\\\n\nResult: 4 of 4 indicated that the mechanics between the two implementations are similar.\\\\\n\n\\subsection{Performance}\n\nTest Name: NFC-PER-01\\\\\n\nResult: The game showed no signs of slowed down during stress testing.\\\\\n\nTest Name: NFC-PER-02\\\\\n\nResult: The game showed quick loading times under 1 second.\\\\\n\n\\section{Comparison to Existing Implementation}\t\n\nThere are several differences between the existing implementations of The Legend of Zelda and our version of it. The majority of the differences come with the sheer amount of content lacking from our implementation as our scope had to be narrowed in order to keep on track with the project. This encapsulates features such as the main overworld, additional items for the player's use, secrete areas, and the remaining 7 dungeons not imagined in our implementation. With those differences out of the way, the remaining comparison comes to the look and feel of each of the implementations and their functionality compared to the original. The open source project we chose had no animations and was not a running in a game loop (i.e. everything would update when the player made a move). Our implementation aimed to be closer to the original version of the game than the open source project with clear benefit in playability over the open source implementation. Provided we continue with the project in the future, our implementation has potential to encapsulate a better experience than the open source project and perhaps the original.\n\n\n\\section{Unit Testing}\n\n\\subsection{Aquamentus}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & AQU1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Aquamentus Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates to create an aquamentus object in \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The aquamentus object is at the given x value, and at the y value plus the game's Y-offset, for the hud\\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for AQU1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & AQU2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Aquamentus moving in an x direction (forward) \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to reverse direction \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & Aquamentus velocity is now negative of the original state (moving backwards)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for AQU2}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & AQU3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Aquamentus not attacking \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make aquamentus object attack \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & Aquamentus is now attacking  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for AQU3}\n\t\\label{Table}\n\\end{table}\n\n\\newpage\n\n\\subsection{Boss}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & BOSS1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Boss Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The boss object is at the given x value, and at the y value plus the game's Y-offset, for the hud  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for BOSS1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & BOSS2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Boss with speed 3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make the boss move \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & Boss x-coordinate is now 3 pixels more than what it was before (xnew = xold + 3)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for BOSS2}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|l|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & BOSS3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Boss object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make boss take one point of health damage \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The boss is now hit (boolean is now true)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for BOSS3}\n\t\\label{Table}\n\\end{table}\n\n\\newpage\n\n\\subsection{Enemy}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & ENM1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Enemy Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The enemy object is at the given x value, and at the y value plus the game's Y-offset, for the hud  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for ENM1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & ENM2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Enemy with speed 3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make the enemy move \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & Enemy x-coordinate is now 3 pixels more than what it was before (xnew = xold + 3)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for ENM2}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & ENM3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Enemy object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make enemy take one point of health damage \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The enemy is now hit (boolean is now true)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for ENM3}\n\t\\label{Table}\n\\end{table}\n\n\\newpage\n\n\n\\subsection{Fireball}\n\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & FBL1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Fireball Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates, along with x and y directional speeds \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The fireball object is at the given x and y coordinates, with the same given x and y direction speeds  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for FBL1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & FBL2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Fireball object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to start movement of fireball, giving an (x, y) position and (x, y) velocity \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The fireball is now at the given x and y coordinates, with the new x and y directional speeds  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for FBL2}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & FBL3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Fireball object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to end movement of fireball \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The fireball is now out of screen, with its x and y coordinates at -1000, and its x and y speeds at 0  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for FBL3}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & FBL4 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Fireball object \\\\ \n\t\\hline\n\t\\textbf{Input} & Function to start movement of fireball, giving an (x, y) position and (x, y) velocity, along with a move function \\\\ \n\t\\hline \n\t\\textbf{Expected Output} & The fireball is now at the given x and y coordinates, plus the x and y velocity, respectively, with the new x and y directional speeds  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for FBL4}\n\t\\label{Table}\n\\end{table}\n\n\\newpage\n\n\\subsection{Item}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & ITEM1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Item Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates, along with an item type (integer from 0 to 5) \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The item object is at the given x and y coordinates, with the same type as the one given  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for ITEM1}\n\t\\label{Table}\n\\end{table}\n\n\\subsection{Keese}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The keese object is at the given x value, and at the y value plus the game's Y-offset, for the hud  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make the keese object rest for a random amount of time \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The keese object is either set to wait 1 or 2 seconds, and it's sprite frames are on rest (ie only show keese with closed wings)  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE2}\n\t\\label{Table}\n\\end{table}\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to generate a travel point for the keese to go to \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The distance of the keese to the generated point is greater than the minimum set value  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE3}\n\t\\label{Table}\n\\end{table}\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE4 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese object with sprite index at 0 \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make the keese object switch sprites \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The keese object sprite index is now at 1  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE4}\n\t\\label{Table}\n\\end{table}\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE5 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make keese stop moving \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The keese object's x and y velocity are set to 0  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE5}\n\t\\label{Table}\n\\end{table}\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & KSE6 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Keese object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to set movement speed based on a specific travel point \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The x and y velocity of the keese moves the object towards the given point  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for KSE6}\n\t\\label{Table}\n\\end{table}\n\n\\newpage\n\n\\subsection{Stalfos}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & STAL1 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Stalfos Constructor \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Valid x and y coordinates \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The stalfos object is at the given x value, and at the y value plus the game's Y-offset, for the hud  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for STAL1}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & STAL2 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Stalfos object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make stalfos generate a travel path \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The stalfos object has a direction from 0 to 3, and has walking frames from 0 to 3  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for STAL2}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & STAL3 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Stalfos object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Setting walking speed in different directions \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & If the direction is 0 or 2 (horizontal), the stalfos' x velocity is it's speed. If the direction is \n\t\t1 or 3 (vertical), the stalfos' y velocity is it's speed.  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for STAL3}\n\t\\label{Table}\n\\end{table}\n\n\\begin{table}[!htbp]\n\t\n\t\\begin{tabular}[r]{|l|p{0.8\\linewidth}|}\n\t\t\n\t\t\\hline\n\t\t%\\label\n\t\t\n\t\t\\textbf{Test Name} & STAL4 \\\\ \n\t\t\\hline\n\t\t\\textbf{Initial State} & Stalfos object \\\\ \n\t\t\\hline\n\t\t\\textbf{Input} & Function to make stalfos stop movement \\\\ \n\t\t\\hline \n\t\t\\textbf{Expected Output} & The stalfos' x and y velocity are both 0  \\\\ \n\t\t\\hline\n\t\t\n\t\\end{tabular}\n\t\\caption{Test for STAL4}\n\t\\label{Table}\n\\end{table}\n\n\n\\section{Changes Due to Testing}\n\\subsection{Input Testing}\nThere have been no changes to the specified input methods as a result of completed tests.\n\n\\subsection{GUI Testing}\nThere have been no changes to the specified  GUI methods as a result of completed tests.\n\n\\subsection{Display Ouput Testing}\nThere have been no changes to the specified output methods as a result of completed tests.\n\n\\subsection{Level Testing}\nUpon testing the level transitioning for the manualTests.py module, the testing for this showed the non-playable characters\nshowing unknown behavior when animating and moving around each level tile of the game. Upon further inspection,\nthe cause for this was due to the sprites of a previous level being loaded below the new sprites of the current level. Each sprite\nin the game has a collide-able object and responds accordingly when collided with. \\\\\n\nThis was the cause for the collision between the sprites to occur and was solved with a creation of a function which remembered to clear the sprite lists rendered on screen when transitioning to another level tile in the game.\n\n\\section{Automated Testing}\nFor automated testing for the project we used Pytest as the framework for our unit testing.\nPytest was used to run all out unit tests, which can be found in section 4.0 of this document labeled 'Unit Testing'. All the tests cases\nwritten in our tests suite resulted in positive results, all asserting to be correct by the Pytest framework. \n\t\t\n\t\t\n\\section{Trace to Requirements}\n\n\\begin{tabular}{ll}\n\t\\toprule\n\tTest & Requirements \\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Functional Requirements Testing} \\\\\n\t\\midrule\n\tFR-USR-01-06 & FR1, FR2, FR3, FR12, FR13 \\\\\n\tFR-PLYR-01-11 & FR7, FR8, FR9, FR10, FR11, FR12, FR13, FR17, \\\\ \n\t& FR18, FR19, FR21, FR22, FR23, FR25, FR26\\\\\n\tFR-ENMY-01-06 & FR7, FR14, FR15, FR16\\\\\n\tFR-DUNG-01-06 & FR5, FR6, FR7, F24\\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Non-functional Requirements Testing} \\\\\n\t\\midrule\n\tNFC-LF-01 & NFR1, NFR3, NFR5, NFR11 \\\\\n\tNFC-LF-02 &  NFR1 \\\\\n\tNFC-USE-01 &  NFR2 \\\\\n\tNFC-USE-02 &  NFR1, NFR6, NFR 10 \\\\\n\tNFC-PER-01 & NFR7 \\\\\n\tNFC-PE-02 & NFR3, NFR4  \\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Unit Testing} \\\\\n\t\\midrule\n\tAQU1-3 & FR7, FR14, FR15, FR16\\\\\n\tBOSS1-3 & FR7, FR14\\\\ \n\tENM1-3 & FR7, FR14\\\\\n\tFBL1-4 & N/A\\\\\n\tITEM1 & FR8, FR21\\\\\n\tKSE1-6 & FR7, FR14, FR15, FR16\\\\\n\tSTAL1-4 & FR7, FR14, FR15, FR16\\\\\n\t\\bottomrule\n\\end{tabular}\n\t\t\n\\section{Trace to Modules}\t\n\n\\begin{tabular}{ll}\n\t\\toprule\n\tTest & Modules \\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Functional Requirements Testing} \\\\\n\t\\midrule\n\tFR-USR-01-06 & M2, M10, M15, M23 \\\\\n\tFR-PLYR-01-11 & M8, M7, M10, M12, M20, M24, M25, M5\\\\\n\tFR-ENMY-01-06 & M1, M3, M5, M9, M14, M20\\\\\n\tFR-DUNG-01-06 & M16, M18, M19\\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Non-functional Requirements Testing} \\\\\n\t\\midrule\n\tNFC-LF-01 & M13, M23 \\\\\n\tNFC-LF-02 & M* \\\\\n\tNFC-USE-01 & M10, M23 \\\\\n\tNFC-USE-02 & M10, M23 \\\\\n\tNFC-PER-01 & M* \\\\\n\tNFC-PE-02 & M18, M19 \\\\\n\t\\midrule\n\t\\multicolumn{2}{c}{Unit Testing} \\\\\n\t\\midrule\n\tAQU1-3 & M1, M3\\\\\n\tBOSS1-3 & M3\\\\ \n\tENM1-3 & M5\\\\\n\tFBL1-4 & M6\\\\\n\tITEM1 & M8\\\\\n\tKSE1-6 & M5, M9\\\\\n\tSTAL1-4 & M5, M14\\\\\n\t\\bottomrule\n\\end{tabular}\n\t\n\t\n\n\\section{Code Coverage Metrics}\nThe Legend of Python project has managed to produce code coverage for 15 of our 25 modules. This yields an approximate 70 percent code coverage for the entire project. This number was determined by our unit testing modules which consisted of 7 internal modules, which had unit test cases written for the functionality of each module. The remaining 8 modules were covered during our manual testing suite, where levels would be loaded, along with the corresponding data, and would observe the functionality of each non-playable character and the collide- able objects within the room. This can be seen documented within our module trace section. The remaining modules could only be tested by executing the game state of the program and testing all bounds of the player character and its interaction with the environment, non-playable characters and consumable items.\n\n\n\n\\bibliographystyle{plainnat}\n\n\\bibliography{SRS}\n\n\\end{document}"
  },
  {
    "path": "Doc/UserGuide/GUIDE.txt",
    "content": "THE LEGEND OF PYTHON USER GUIDE\nBy Giacomo Loparco, Bilal Jaffry, and Lucas Zacharewicz\n\n                   (                                            (                            \n  *   )   )        )\\ )                       (          (      )\\ )        )   )            \n` )  /(( /(   (   (()/(   (  (  (    (        )\\ )       )\\ )  (()/((    ( /(( /(            \n ( )(_))\\()) ))\\   /(_)) ))\\ )\\))(  ))\\ (    (()/(    ( (()/(   /(_))\\ ) )\\())\\()) (   (     \n(_(_()|(_)\\ /((_) (_))  /((_|(_))\\ /((_))\\ )  ((_))   )\\ /(_)) (_))(()/((_))((_)\\  )\\  )\\ )  \n|_   _| |(_|_))   | |  (_))  (()(_|_)) _(_/(  _| |   ((_|_) _| | _ \\)(_)) |_| |(_)((_)_(_/(  \n  | | | ' \\/ -_)  | |__/ -_)/ _` |/ -_) ' \\)) _` |  / _ \\|  _| |  _/ || |  _| ' \\/ _ \\ ' \\)) \n  |_| |_||_\\___|  |____\\___|\\__, |\\___|_||_|\\__,_|  \\___/|_|   |_|  \\_, |\\__|_||_\\___/_||_|  \n                            |___/                                   |__/                     \n\n.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚\n\nTABLE OF CONTENTS:\nI. Introduction\n    {1.1} About This Game\nII. Running/Playing\n\t{2.1} Starting The Game\n\t{2.2} User Controls\n\t{2.3} Environment Interactions\nIII. Health and Cultural Concerns\n\t{3.1} Take Breaks Between Play\n\t{3.2} Potential Similarities\n\n.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚\n\nX-------------------------------------X\n|          I. Introduction            |\nX-------------------------------------X\n\nThis section will cover the quick background and hopefully answer\nany questions you may have about the origins/development of this\ngame.\n\n=> {1.1} About this game\n\tThis game is a remake of the origial The Legend of Zelda,\nreleased on the NES in 1986. We decided to remake this game since\nwe all saw it both as a classic and fun experience to play, and\nas something we could build part of in the time frame given. Our\nnew implementation is created using python3, a user-created game\nmaking library called pyGame, and make for running all the files\ntogether.\n\n.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚\n\nX-------------------------------------X\n|          II. Running/Playing\t      |\nX-------------------------------------X\n\nThis section will cover any topics dealing with running the code,\nin-game controls, and any environment interactions you should be \naware of before you start your journey into the game!\n\n=> {2.1} Starting The Game\n\tTo run, this game has some dependencies that need to be met by\nyour system. This game runs on python3, using the pyGame engine,\nwhich can be installed at the following links, respectively:\nhttps://www.python.org/downloads/ (Version 3.7.1 or greater)\nhttps://www.pygame.org/download.shtml (Can also be installed\nusing console commands (eg. pip install pygame))\nThis game also uses make to run its main and depending files, which\nshould already be installed, but if not, go through the guide for\nyour specific system on how to install.\n\tOnce these have all been installed properly, to run the game,\nnavigate your terminal to the parent folder of the game (containing\nthe Makefile), and run 'make' in the console. If a window appears,\nit is working! If not, refer to your terminal for the error, as one\nof your dependencies may not be installed properly.\n\nNOTE: This game cannot be run off of running the main.py file in\n\tpython, it needs to be done through make!\n\n=> {2.2} User Controls\n\tOnce you have passed the main screen by pressing k, and waited\nthrough the brief loading screen, you will be greeted by a small\ngreen-and-brown character in the middle of a room. This is you! For\nthe sake of the guide, they will be referred to as the \"player\". The\nplayer has both basic movement and attack functionality linked to \nkeys on the keyboard. These interactions are listed below:\n+-----+-------------------------------------+\n| Key | Function                            |\n+-----+-------------------------------------+\n|  W  | Move player up                      |\n|  S  | Move player down                    |\n|  A  | Move player left                    |\n|  D  | Move player right                   |\n+-----+-------------------------------------+\n|  K  | Sword attack (damage enemy)         |\n|  L  | Boomerang attack (stun enemy)       |\n+-----+-------------------------------------+\n|  M  | Mute in-game music                  |\n|  N  | Un-mute in-game music               |\n+-----+-------------------------------------+\n\n=> {2.3} Environment Interactions\n\tYour player has multiple interactions and variables to look out for!\nFirstly, the top black bar above the room is the HUD, and will keep track\nof your health, rupy count, and key count. Your health will start at 3,\nand will go down when colliding with enemies, and go up by picking up\nheart items. Your rupy count is a count of your in-game currency, which\ncan be incremented by picking up rupy items, and used in a secret room! The\nkey count is the count of how many keys you currently have, which can be\nincremented by picking up a key. Whenever there is a door with a keyhole\nin it, it requires at least one key to open. Walking into the door for half\na second will decrement your key counter, and permanently open the door.\n\tThere are also enemies to watch out for in the game! When you enter a\nroom with enemies, all doors (except for locked doors) will be \"blocked\",\nmeaning that they will not open until all enemies in the room are defeated.\nThere are two types of enemies and one boss. Hitting an enemy/boss with\nyour sword will take away one health point from them, and hitting them \nwith your boomerang will stun them for a set amount of time, stopping them\nfrom moving and attacking. If an enemy collides with you, though, you\nwill be hurt for a set amound of damage, depending on the enemy. Lose all\nthree hearts and you will die!\n\tThe \"keese\" enemy is an enemy which mimics a bat. It can move around\nto random places, even through walls. They have one health point, will\ntake away half a health point from you if you collide with them, and can\ndrop either a rupy or a heart.\n\tThe \"stalfos\" enemy is an enemy which mimics a skeleton. It walks in\na random direction, changing whenever it collides with a wall, player, or\nafter a set time. They have two health points, will take away one health\npoint from you if you collide with them, and can drop either a rupy or a\nheart.\n\tThe \"aquamentus\" boss is the final boss of the game! It walks back\nand forth, shooting fireballs, which deal one health point of damage.\nIt has five health points, and colliding with it will deal two health\npoints of damage to the player. Aquamentus does not drop anything, but\nis defending a serious reward!\n\tOnce a room has been cleared of all enemies/bosses, the blocked doors\nwill open, and some set rooms will give you a key or multiple rupys. It\nis not random which room will drop which, it is impossible to softlock the\ngame. So if your path is blocked by a locked door, try going down other\npaths, going into rooms you haven't been before to try to find a key!\n\n\n.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚\n\nGood luck and have fun!\n\n\n.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚•.•˚\n\nX------------------------------------------------X\n|        III. Health and Cultural Concerns       |\nX------------------------------------------------X\nThis section addresses any outstanding issues regarding health and safety \nconcerns when operating the software and aswell as any potential idealogical \ncommentaries that the software application potentially invokes.\n\n=> {3.1} Take Breaks Between Play\n\tThis game is meant to be enjoyed by the you, the player, but this enjoyment \nshould not come at the cost of your personal health. Remember to take frequent\nbreaks between gameplay sessions and to ensure you take at least a 15 minute \nrest between sessions lasting longer than 60 minutes. Please remember, its a video\ngame its supposed to be fun! It's no fun when you are tiring yourself out!\n\n=> {3.2} Potential Similarities\n\tAny similarities regarding any cultural, historical, political figures/event/beliefs \nare purely coincidental and do not represent the intent of the creators of this project.\n\n"
  },
  {
    "path": "Doc/UserGuide/README.md",
    "content": "# User Guide (Optional)\n\nThe folders and files for this folder are as follows:\n\nDescribe ...\n"
  },
  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2018 Lucas Zacharewicz\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "Makefile",
    "content": "PY=python3\nTEST=pytest\nRMDIR = rm -rf\nMAKE = make\n\n\n.PHONY: run test mantest doc clean\n\nrun:\n\t$(PY) src\n\ntest:\n\t$(TEST) src\n\nmantest:\n\t$(PY) src/manualTests.py\n\ndoc:\n\tdoxygen doxConfig\n\tcd Doc/Design/MIS/latex && $(MAKE) && pdflatex refman.tex  \n\tmv Doc/Design/MIS/latex/refman.pdf  Doc/Design/MIS/MIS.pdf\n\t\t\n\n\t\t\nclean:\n\t@- $(RMDIR) html\n\t@- $(RMDIR) latex\n\n"
  },
  {
    "path": "ProjectSchedule/3X_Example.gan",
    "content": "<?xml version=\"1.0\" encoding=\"UTF-8\"?><project name=\"PCM\" company=\"McMaster, CAS Department\" webLink=\"\" view-date=\"2015-11-03\" view-index=\"1\" gantt-divider-location=\"354\" resource-divider-location=\"300\" version=\"2.7.1\" locale=\"en_US\">\n    <description><![CDATA[Simulation of temperature over time for a solar water heating tank incorporating phase change material (PCM).]]></description>\n    <view zooming-state=\"default:2\" id=\"gantt-chart\">\n        <field id=\"tpd3\" name=\"Name\" width=\"57\" order=\"0\"/>\n        <field id=\"tpd4\" name=\"Begin date\" width=\"21\" order=\"1\"/>\n        <field id=\"tpd5\" name=\"End date\" width=\"21\" order=\"2\"/>\n    </view>\n    <view id=\"resource-table\">\n        <field id=\"0\" name=\"Name\" width=\"52\" order=\"0\"/>\n        <field id=\"1\" name=\"Default role\" width=\"47\" order=\"1\"/>\n    </view>\n    <!-- -->\n    <calendars>\n        <day-types>\n            <day-type id=\"0\"/>\n            <day-type id=\"1\"/>\n            <default-week id=\"1\" name=\"default\" sun=\"0\" mon=\"0\" tue=\"0\" wed=\"0\" thu=\"0\" fri=\"0\" sat=\"0\"/>\n            <only-show-weekends value=\"false\"/>\n            <overriden-day-types/>\n            <days/>\n        </day-types>\n    </calendars>\n    <tasks empty-milestones=\"true\">\n        <taskproperties>\n            <taskproperty id=\"tpd0\" name=\"type\" type=\"default\" valuetype=\"icon\"/>\n            <taskproperty id=\"tpd1\" name=\"priority\" type=\"default\" valuetype=\"icon\"/>\n            <taskproperty id=\"tpd2\" name=\"info\" type=\"default\" valuetype=\"icon\"/>\n            <taskproperty id=\"tpd3\" name=\"name\" type=\"default\" valuetype=\"text\"/>\n            <taskproperty id=\"tpd4\" name=\"begindate\" type=\"default\" valuetype=\"date\"/>\n            <taskproperty id=\"tpd5\" name=\"enddate\" type=\"default\" valuetype=\"date\"/>\n            <taskproperty id=\"tpd6\" name=\"duration\" type=\"default\" valuetype=\"int\"/>\n            <taskproperty id=\"tpd7\" name=\"completion\" type=\"default\" valuetype=\"int\"/>\n            <taskproperty id=\"tpd8\" name=\"coordinator\" type=\"default\" valuetype=\"text\"/>\n            <taskproperty id=\"tpd9\" name=\"predecessorsr\" type=\"default\" valuetype=\"text\"/>\n        </taskproperties>\n        <task id=\"0\" name=\"Write Design Doc\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-03\" duration=\"4\" complete=\"0\" expand=\"true\" cost-manual-value=\"20.0\" cost-calculated=\"false\">\n            <task id=\"29\" name=\"MG\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-03\" duration=\"2\" complete=\"0\" expand=\"true\">\n                <depend id=\"31\" type=\"2\" difference=\"0\" hardness=\"Strong\"/>\n            </task>\n            <task id=\"31\" name=\"MIS\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-05\" duration=\"2\" complete=\"0\" expand=\"true\">\n                <depend id=\"44\" type=\"2\" difference=\"0\" hardness=\"Strong\"/>\n            </task>\n            <task id=\"32\" name=\"Schedule\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-03\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n        </task>\n        <task id=\"2\" name=\"Design Doc Due\" color=\"#8cb6ce\" meeting=\"true\" start=\"2015-11-06\" duration=\"0\" complete=\"0\" expand=\"true\"/>\n        <task id=\"44\" name=\"Implementation\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\">\n            <task id=\"20\" name=\"Input Hiding Module\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n            <task id=\"49\" name=\"Input Parameter Module\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n            <task id=\"51\" name=\"Output Format Module\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n            <task id=\"53\" name=\"Temperature ODEs Module\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n            <task id=\"55\" name=\"Energy Equations Module\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n            <task id=\"57\" name=\"Control Module\" meeting=\"false\" start=\"2015-11-07\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n        </task>\n        <task id=\"61\" name=\"Unit Testing\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\">\n            <task id=\"62\" name=\"Input Hiding Module\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n            <task id=\"63\" name=\"Input Parameter Module\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n            <task id=\"64\" name=\"Output Format Module\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n            <task id=\"65\" name=\"Temperature ODEs Module\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n            <task id=\"66\" name=\"Energy Equations Module\" meeting=\"false\" start=\"2015-11-12\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n        </task>\n        <task id=\"68\" name=\"System Testing\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-15\" duration=\"3\" complete=\"0\" expand=\"true\"/>\n        <task id=\"21\" name=\"Rev 0 Demo\" color=\"#8cb6ce\" meeting=\"true\" start=\"2015-11-18\" duration=\"0\" complete=\"0\" expand=\"true\"/>\n        <task id=\"69\" name=\"Revise SRS\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-19\" duration=\"2\" complete=\"0\" expand=\"true\"/>\n        <task id=\"83\" name=\"Revise Test Plan\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-19\" duration=\"2\" complete=\"0\" expand=\"true\"/>\n        <task id=\"70\" name=\"Revise MG\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-20\" duration=\"2\" complete=\"0\" expand=\"true\"/>\n        <task id=\"71\" name=\"Revise MIS\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-20\" duration=\"2\" complete=\"0\" expand=\"true\"/>\n        <task id=\"72\" name=\"Revise Implementation\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-20\" duration=\"2\" complete=\"0\" expand=\"true\"/>\n        <task id=\"73\" name=\"Testing\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-19\" duration=\"8\" complete=\"0\" expand=\"true\"/>\n        <task id=\"74\" name=\"Usability Test\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-23\" duration=\"3\" complete=\"0\" expand=\"true\"/>\n        <task id=\"6\" name=\"Test Report Due\" color=\"#8cb6ce\" meeting=\"true\" start=\"2015-11-27\" duration=\"0\" complete=\"0\" expand=\"true\"/>\n        <task id=\"98\" name=\"Prepare Final Demo\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-11-28\" duration=\"4\" complete=\"0\" expand=\"true\"/>\n        <task id=\"8\" name=\"Final Demo\" color=\"#8cb6ce\" meeting=\"true\" start=\"2015-12-01\" duration=\"0\" complete=\"0\" expand=\"true\"/>\n        <task id=\"100\" name=\"Revise Existing Documentation\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-12-02\" duration=\"7\" complete=\"0\" expand=\"true\"/>\n        <task id=\"10\" name=\"Final Doc Due\" color=\"#8cb6ce\" meeting=\"true\" start=\"2015-12-08\" duration=\"0\" complete=\"0\" expand=\"true\"/>\n        <task id=\"76\" name=\"New Requirements\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-12-09\" duration=\"3\" complete=\"0\" expand=\"true\"/>\n        <task id=\"77\" name=\"Second Usability Test\" color=\"#8cb6ce\" meeting=\"false\" start=\"2015-12-14\" duration=\"5\" complete=\"0\" expand=\"true\"/>\n    </tasks>\n    <resources>\n        <resource id=\"0\" name=\"Student 1\" function=\"Default:0\" contacts=\"\" phone=\"\"/>\n        <resource id=\"1\" name=\"Student 2\" function=\"Default:0\" contacts=\"\" phone=\"\"/>\n        <resource id=\"2\" name=\"Student 3\" function=\"Default:0\" contacts=\"\" phone=\"\"/>\n    </resources>\n    <allocations>\n        <allocation task-id=\"31\" resource-id=\"0\" function=\"Default:0\" responsible=\"true\" load=\"90.0\"/>\n        <allocation task-id=\"29\" resource-id=\"0\" function=\"Default:0\" responsible=\"true\" load=\"90.0\"/>\n        <allocation task-id=\"32\" resource-id=\"0\" function=\"Default:0\" responsible=\"true\" load=\"10.0\"/>\n        <allocation task-id=\"29\" resource-id=\"1\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n        <allocation task-id=\"31\" resource-id=\"1\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n        <allocation task-id=\"32\" resource-id=\"1\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n        <allocation task-id=\"29\" resource-id=\"2\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n        <allocation task-id=\"31\" resource-id=\"2\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n        <allocation task-id=\"32\" resource-id=\"2\" function=\"Default:0\" responsible=\"false\" load=\"50.0\"/>\n    </allocations>\n    <vacations/>\n    <taskdisplaycolumns>\n        <displaycolumn property-id=\"tpd2\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd6\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd3\" order=\"0\" width=\"190\" visible=\"true\"/>\n        <displaycolumn property-id=\"tpd4\" order=\"1\" width=\"72\" visible=\"true\"/>\n        <displaycolumn property-id=\"tpd7\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd8\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd12\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd5\" order=\"2\" width=\"71\" visible=\"true\"/>\n        <displaycolumn property-id=\"tpd10\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd11\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd9\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd1\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd13\" order=\"-1\" width=\"75\" visible=\"false\"/>\n        <displaycolumn property-id=\"tpd0\" order=\"-1\" width=\"75\" visible=\"false\"/>\n    </taskdisplaycolumns>\n    <previous/>\n    <roles roleset-name=\"Default\"/>\n</project>\n"
  },
  {
    "path": "ProjectSchedule/Group1_Gantt_Rev0.gan",
    "content": "<?xml version=\"1.0\" encoding=\"UTF-8\"?><project name=\"Group1_Gantt\" company=\"The Legend of Zelda\" webLink=\"http://\" view-date=\"2018-09-16\" view-index=\"0\" gantt-divider-location=\"471\" resource-divider-location=\"300\" version=\"2.8.9\" locale=\"en_US\">\r\n    <description/>\r\n    <view zooming-state=\"default:6\" id=\"gantt-chart\">\r\n        <field id=\"tpd3\" name=\"Name\" width=\"224\" order=\"0\"/>\r\n        <field id=\"tpd4\" name=\"Begin date\" width=\"122\" order=\"1\"/>\r\n        <field id=\"tpd5\" name=\"End date\" width=\"121\" order=\"2\"/>\r\n        <timeline><![CDATA[12]]></timeline>\r\n        <option id=\"color.recent\"><![CDATA[#ffff33 #ffff66 #ff3333 #66ff66 #33ff33]]></option>\r\n    </view>\r\n    <view id=\"resource-table\">\r\n        <field id=\"0\" name=\"Name\" width=\"210\" order=\"0\"/>\r\n        <field id=\"1\" name=\"Default role\" width=\"86\" order=\"1\"/>\r\n    </view>\r\n    <!-- -->\r\n    <calendars>\r\n        <day-types>\r\n            <day-type id=\"0\"/>\r\n            <day-type id=\"1\"/>\r\n            <default-week id=\"1\" name=\"default\" sun=\"0\" mon=\"0\" tue=\"0\" wed=\"0\" thu=\"0\" fri=\"0\" sat=\"0\"/>\r\n            <only-show-weekends value=\"false\"/>\r\n            <overriden-day-types/>\r\n            <days/>\r\n        </day-types>\r\n    </calendars>\r\n    <tasks empty-milestones=\"true\">\r\n        <taskproperties>\r\n            <taskproperty id=\"tpd0\" name=\"type\" type=\"default\" valuetype=\"icon\"/>\r\n            <taskproperty id=\"tpd1\" name=\"priority\" type=\"default\" valuetype=\"icon\"/>\r\n            <taskproperty id=\"tpd2\" name=\"info\" type=\"default\" valuetype=\"icon\"/>\r\n            <taskproperty id=\"tpd3\" name=\"name\" type=\"default\" valuetype=\"text\"/>\r\n            <taskproperty id=\"tpd4\" name=\"begindate\" type=\"default\" valuetype=\"date\"/>\r\n            <taskproperty id=\"tpd5\" name=\"enddate\" type=\"default\" valuetype=\"date\"/>\r\n            <taskproperty id=\"tpd6\" name=\"duration\" type=\"default\" valuetype=\"int\"/>\r\n            <taskproperty id=\"tpd7\" name=\"completion\" type=\"default\" valuetype=\"int\"/>\r\n            <taskproperty id=\"tpd8\" name=\"coordinator\" type=\"default\" valuetype=\"text\"/>\r\n            <taskproperty id=\"tpd9\" name=\"predecessorsr\" type=\"default\" valuetype=\"text\"/>\r\n        </taskproperties>\r\n        <task id=\"0\" name=\"Development Plan\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-21\" duration=\"8\" complete=\"0\" thirdDate=\"2018-09-26\" thirdDate-constraint=\"0\" expand=\"true\">\r\n            <task id=\"49\" name=\"LaTeX Conversion\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-21\" duration=\"8\" complete=\"0\" thirdDate=\"2018-09-09\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        </task>\r\n        <task id=\"4\" name=\"Requrements Document Revision 0\" color=\"#ffff33\" meeting=\"false\" start=\"2018-09-29\" duration=\"7\" complete=\"0\" thirdDate=\"2018-09-28\" thirdDate-constraint=\"0\" expand=\"true\">\r\n            <task id=\"55\" name=\"Functional Requirements\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-29\" duration=\"7\" complete=\"0\" thirdDate=\"2018-09-09\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"56\" name=\"Non-Functional Requirments\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-29\" duration=\"7\" complete=\"0\" thirdDate=\"2018-08-26\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"62\" name=\"Project Drivers\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-29\" duration=\"7\" complete=\"0\" thirdDate=\"2018-08-26\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"65\" name=\"Project Issues\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-09-29\" duration=\"7\" complete=\"0\" thirdDate=\"2018-08-26\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        </task>\r\n        <task id=\"8\" name=\"Proof of Concept Demonstration\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-06\" duration=\"11\" complete=\"0\" thirdDate=\"2018-09-28\" thirdDate-constraint=\"0\" expand=\"true\">\r\n            <task id=\"67\" name=\"Enemy AI\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-06\" duration=\"11\" complete=\"0\" thirdDate=\"2018-09-23\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"74\" name=\"Player Movement\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-06\" duration=\"11\" complete=\"0\" thirdDate=\"2018-09-23\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"78\" name=\"Sprite Animation\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-06\" duration=\"11\" complete=\"0\" thirdDate=\"2018-09-23\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        </task>\r\n        <task id=\"61\" name=\"Test Plan Revision 0\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-16\" duration=\"11\" complete=\"0\" thirdDate=\"2018-10-16\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        <task id=\"27\" name=\"Unit Testing\" color=\"#ff3333\" meeting=\"false\" start=\"2018-10-27\" duration=\"25\" complete=\"0\" thirdDate=\"2018-09-23\" thirdDate-constraint=\"0\" priority=\"2\" expand=\"true\">\r\n            <task id=\"80\" name=\"User and Player Interactions\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-10-27\" duration=\"5\" complete=\"0\" thirdDate=\"2018-09-16\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"100\" name=\"Performance\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-11-18\" duration=\"3\" complete=\"0\" thirdDate=\"2018-09-16\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        </task>\r\n        <task id=\"34\" name=\"Integration Testing\" color=\"#ff3333\" meeting=\"false\" start=\"2018-11-01\" duration=\"17\" complete=\"0\" thirdDate=\"2018-10-21\" thirdDate-constraint=\"0\" expand=\"true\">\r\n            <task id=\"95\" name=\"Environment and Interactions\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-11-01\" duration=\"6\" complete=\"0\" thirdDate=\"2018-09-16\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n            <task id=\"98\" name=\"Look and Feel\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-11-10\" duration=\"5\" complete=\"0\" thirdDate=\"2018-09-16\" thirdDate-constraint=\"0\" expand=\"true\">\r\n                <depend id=\"104\" type=\"2\" difference=\"0\" hardness=\"Strong\"/>\r\n            </task>\r\n            <task id=\"104\" name=\"Usability\" color=\"#8cb6ce\" meeting=\"false\" start=\"2018-11-15\" duration=\"3\" complete=\"0\" thirdDate=\"2018-09-16\" thirdDate-constraint=\"0\" expand=\"true\"/>\r\n        </task>\r\n        <task id=\"20\" name=\"Final Demonstration (Revision 1)\" color=\"#ffff66\" meeting=\"false\" start=\"2018-11-21\" duration=\"6\" complete=\"0\" thirdDate=\"2018-10-01\" thirdDate-constraint=\"0\" priority=\"2\" expand=\"true\"/>\r\n        <task id=\"22\" name=\"Peer Evaluation\" color=\"#66ff66\" meeting=\"false\" start=\"2018-11-21\" duration=\"6\" complete=\"0\" thirdDate=\"2018-10-01\" thirdDate-constraint=\"0\" priority=\"2\" expand=\"true\"/>\r\n        <task id=\"12\" name=\"Design and Document Revision 0\" color=\"#ffff66\" meeting=\"false\" start=\"2018-11-07\" duration=\"3\" complete=\"0\" thirdDate=\"2018-10-06\" thirdDate-constraint=\"0\" priority=\"2\" expand=\"true\"/>\r\n        <task id=\"15\" name=\"Revision 0 Demonstration\" color=\"#33ff33\" meeting=\"false\" start=\"2018-11-10\" duration=\"3\" complete=\"0\" thirdDate=\"2018-10-06\" thirdDate-constraint=\"0\" priority=\"2\" expand=\"true\"/>\r\n        <task id=\"24\" name=\"Final Documentation (Revision 1)\" color=\"#66ff66\" meeting=\"false\" start=\"2018-11-27\" duration=\"9\" complete=\"0\" thirdDate=\"2018-09-09\" thirdDate-constraint=\"0\" priority=\"4\" expand=\"true\"/>\r\n    </tasks>\r\n    <resources>\r\n        <resource id=\"4\" name=\"Bilal Jaffry\" function=\"SoftwareDevelopment:2\" contacts=\"\" phone=\"\"/>\r\n        <resource id=\"5\" name=\"Giacomo Loparco\" function=\"SoftwareDevelopment:2\" contacts=\"\" phone=\"\"/>\r\n        <resource id=\"6\" name=\"Lucas Zacharewicz\" function=\"SoftwareDevelopment:2\" contacts=\"\" phone=\"\"/>\r\n    </resources>\r\n    <allocations>\r\n        <allocation task-id=\"0\" resource-id=\"4\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"33.333332\"/>\r\n        <allocation task-id=\"56\" resource-id=\"4\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"78\" resource-id=\"4\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"80\" resource-id=\"4\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"98\" resource-id=\"4\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"104\" resource-id=\"4\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"24\" resource-id=\"4\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"12\" resource-id=\"4\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"0\" resource-id=\"5\" function=\"SoftwareDevelopment:3\" responsible=\"false\" load=\"33.333332\"/>\r\n        <allocation task-id=\"55\" resource-id=\"5\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"50.0\"/>\r\n        <allocation task-id=\"62\" resource-id=\"5\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"50.0\"/>\r\n        <allocation task-id=\"74\" resource-id=\"5\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"80\" resource-id=\"5\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"95\" resource-id=\"5\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"104\" resource-id=\"5\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"24\" resource-id=\"5\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"12\" resource-id=\"5\" function=\"SoftwareDevelopment:3\" responsible=\"false\" load=\"100.0\"/>\r\n        <allocation task-id=\"98\" resource-id=\"5\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"49\" resource-id=\"6\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"66.0\"/>\r\n        <allocation task-id=\"0\" resource-id=\"6\" function=\"SoftwareDevelopment:3\" responsible=\"false\" load=\"33.333332\"/>\r\n        <allocation task-id=\"65\" resource-id=\"6\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"67\" resource-id=\"6\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"100\" resource-id=\"6\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"95\" resource-id=\"6\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"104\" resource-id=\"6\" function=\"SoftwareDevelopment:2\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"24\" resource-id=\"6\" function=\"SoftwareDevelopment:3\" responsible=\"true\" load=\"100.0\"/>\r\n        <allocation task-id=\"12\" resource-id=\"6\" function=\"SoftwareDevelopment:3\" responsible=\"false\" load=\"100.0\"/>\r\n    </allocations>\r\n    <vacations/>\r\n    <previous/>\r\n    <roles roleset-name=\"Default\"/>\r\n    <roles roleset-name=\"SoftwareDevelopment\"/>\r\n</project>\r\n"
  },
  {
    "path": "ProjectSchedule/README.md",
    "content": "# Project Name\n\nThis folder contains the project schedule Gantt Chart."
  },
  {
    "path": "README.md",
    "content": "# Legend of Python\n\nTeam Name: MS Paint (Working team name)\n\nTeam Members: Lucas Zacharewicz, Bilal Jaffry, Giacomo Loparco\n\n\nThis project is a reimplementation of Legend of Zelda in python\n\nThe folders and files for this project are as follows:\n\nDoc - Documentation for the project\nCode - Implementation\n\n## How to Play\n\nTo play the game, clone the repo and run\n```bash\nmake run\n```\n\n## Controls\n\nMovement: WASD\nAttack: K\n\n"
  },
  {
    "path": "ReferenceMaterial/README.md",
    "content": "# Project Name\n\nThis folder holds information and resources of interest for the project.  This\nis intended to be a convenient location for project members to access\nsupport material for the project.\n"
  },
  {
    "path": "doxConfig",
    "content": "# Doxyfile 1.8.13\n\n# This file describes the settings to be used by the documentation system\n# doxygen (www.doxygen.org) for a project.\n#\n# All text after a double hash (##) is considered a comment and is placed in\n# front of the TAG it is preceding.\n#\n# All text after a single hash (#) is considered a comment and will be ignored.\n# The format is:\n# TAG = value [value, ...]\n# For lists, items can also be appended using:\n# TAG += value [value, ...]\n# Values that contain spaces should be placed between quotes (\\\" \\\").\n\n#---------------------------------------------------------------------------\n# Project related configuration options\n#---------------------------------------------------------------------------\n\n# This tag specifies the encoding used for all characters in the config file\n# that follow. The default is UTF-8 which is also the encoding used for all text\n# before the first occurrence of this tag. Doxygen uses libiconv (or the iconv\n# built into libc) for the transcoding. See http://www.gnu.org/software/libiconv\n# for the list of possible encodings.\n# The default value is: UTF-8.\n\nDOXYFILE_ENCODING      = UTF-8\n\n# The PROJECT_NAME tag is a single word (or a sequence of words surrounded by\n# double-quotes, unless you are using Doxywizard) that should identify the\n# project for which the documentation is generated. This name is used in the\n# title of most generated pages and in a few other places.\n# The default value is: My Project.\n\nPROJECT_NAME           = \"The Legend of Python, Modular Interface Specification\"\n\n# The PROJECT_NUMBER tag can be used to enter a project or revision number. This\n# could be handy for archiving the generated documentation or if some version\n# control system is used.\n\nPROJECT_NUMBER         = \"Revison 2.2 12/5/2018\"\n\n# Using the PROJECT_BRIEF tag one can provide an optional one line description\n# for a project that appears at the top of each page and should give viewer a\n# quick idea about the purpose of the project. Keep the description short.\n\nPROJECT_BRIEF          = This Project's purpose is to re-design an open-source version of The Legend of Zelda\"\n\n# With the PROJECT_LOGO tag one can specify a logo or an icon that is included\n# in the documentation. The maximum height of the logo should not exceed 55\n# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy\n# the logo to the output directory.\n\nPROJECT_LOGO           =\n\n# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path\n# into which the generated documentation will be written. If a relative path is\n# entered, it will be relative to the location where doxygen was started. If\n# left blank the current directory will be used.\n\nOUTPUT_DIRECTORY       = ./Doc/Design/MIS\n\n# If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub-\n# directories (in 2 levels) under the output directory of each output format and\n# will distribute the generated files over these directories. Enabling this\n# option can be useful when feeding doxygen a huge amount of source files, where\n# putting all generated files in the same directory would otherwise causes\n# performance problems for the file system.\n# The default value is: NO.\n\nCREATE_SUBDIRS         = NO\n\n# If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII\n# characters to appear in the names of generated files. If set to NO, non-ASCII\n# characters will be escaped, for example _xE3_x81_x84 will be used for Unicode\n# U+3044.\n# The default value is: NO.\n\nALLOW_UNICODE_NAMES    = NO\n\n# The OUTPUT_LANGUAGE tag is used to specify the language in which all\n# documentation generated by doxygen is written. Doxygen will use this\n# information to generate all constant output in the proper language.\n# Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Catalan, Chinese,\n# Chinese-Traditional, Croatian, Czech, Danish, Dutch, English (United States),\n# Esperanto, Farsi (Persian), Finnish, French, German, Greek, Hungarian,\n# Indonesian, Italian, Japanese, Japanese-en (Japanese with English messages),\n# Korean, Korean-en (Korean with English messages), Latvian, Lithuanian,\n# Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese, Romanian, Russian,\n# Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish, Swedish, Turkish,\n# Ukrainian and Vietnamese.\n# The default value is: English.\n\nOUTPUT_LANGUAGE        = English\n\n# If the BRIEF_MEMBER_DESC tag is set to YES, doxygen will include brief member\n# descriptions after the members that are listed in the file and class\n# documentation (similar to Javadoc). Set to NO to disable this.\n# The default value is: YES.\n\nBRIEF_MEMBER_DESC      = YES\n\n# If the REPEAT_BRIEF tag is set to YES, doxygen will prepend the brief\n# description of a member or function before the detailed description\n#\n# Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the\n# brief descriptions will be completely suppressed.\n# The default value is: YES.\n\nREPEAT_BRIEF           = YES\n\n# This tag implements a quasi-intelligent brief description abbreviator that is\n# used to form the text in various listings. Each string in this list, if found\n# as the leading text of the brief description, will be stripped from the text\n# and the result, after processing the whole list, is used as the annotated\n# text. Otherwise, the brief description is used as-is. If left blank, the\n# following values are used ($name is automatically replaced with the name of\n# the entity):The $name class, The $name widget, The $name file, is, provides,\n# specifies, contains, represents, a, an and the.\n\nABBREVIATE_BRIEF       = \"The $name class\" \\\n                         \"The $name widget\" \\\n                         \"The $name file\" \\\n                         is \\\n                         provides \\\n                         specifies \\\n                         contains \\\n                         represents \\\n                         a \\\n                         an \\\n                         the\n\n# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then\n# doxygen will generate a detailed section even if there is only a brief\n# description.\n# The default value is: NO.\n\nALWAYS_DETAILED_SEC    = NO\n\n# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all\n# inherited members of a class in the documentation of that class as if those\n# members were ordinary class members. Constructors, destructors and assignment\n# operators of the base classes will not be shown.\n# The default value is: NO.\n\nINLINE_INHERITED_MEMB  = NO\n\n# If the FULL_PATH_NAMES tag is set to YES, doxygen will prepend the full path\n# before files name in the file list and in the header files. If set to NO the\n# shortest path that makes the file name unique will be used\n# The default value is: YES.\n\nFULL_PATH_NAMES        = YES\n\n# The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path.\n# Stripping is only done if one of the specified strings matches the left-hand\n# part of the path. The tag can be used to show relative paths in the file list.\n# If left blank the directory from which doxygen is run is used as the path to\n# strip.\n#\n# Note that you can specify absolute paths here, but also relative paths, which\n# will be relative from the directory where doxygen is started.\n# This tag requires that the tag FULL_PATH_NAMES is set to YES.\n\nSTRIP_FROM_PATH        =\n\n# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the\n# path mentioned in the documentation of a class, which tells the reader which\n# header file to include in order to use a class. If left blank only the name of\n# the header file containing the class definition is used. Otherwise one should\n# specify the list of include paths that are normally passed to the compiler\n# using the -I flag.\n\nSTRIP_FROM_INC_PATH    =\n\n# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but\n# less readable) file names. This can be useful is your file systems doesn't\n# support long names like on DOS, Mac, or CD-ROM.\n# The default value is: NO.\n\nSHORT_NAMES            = NO\n\n# If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the\n# first line (until the first dot) of a Javadoc-style comment as the brief\n# description. If set to NO, the Javadoc-style will behave just like regular Qt-\n# style comments (thus requiring an explicit @brief command for a brief\n# description.)\n# The default value is: NO.\n\nJAVADOC_AUTOBRIEF      = NO\n\n# If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first\n# line (until the first dot) of a Qt-style comment as the brief description. If\n# set to NO, the Qt-style will behave just like regular Qt-style comments (thus\n# requiring an explicit \\brief command for a brief description.)\n# The default value is: NO.\n\nQT_AUTOBRIEF           = NO\n\n# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a\n# multi-line C++ special comment block (i.e. a block of //! or /// comments) as\n# a brief description. This used to be the default behavior. The new default is\n# to treat a multi-line C++ comment block as a detailed description. Set this\n# tag to YES if you prefer the old behavior instead.\n#\n# Note that setting this tag to YES also means that rational rose comments are\n# not recognized any more.\n# The default value is: NO.\n\nMULTILINE_CPP_IS_BRIEF = NO\n\n# If the INHERIT_DOCS tag is set to YES then an undocumented member inherits the\n# documentation from any documented member that it re-implements.\n# The default value is: YES.\n\nINHERIT_DOCS           = YES\n\n# If the SEPARATE_MEMBER_PAGES tag is set to YES then doxygen will produce a new\n# page for each member. If set to NO, the documentation of a member will be part\n# of the file/class/namespace that contains it.\n# The default value is: NO.\n\nSEPARATE_MEMBER_PAGES  = NO\n\n# The TAB_SIZE tag can be used to set the number of spaces in a tab. Doxygen\n# uses this value to replace tabs by spaces in code fragments.\n# Minimum value: 1, maximum value: 16, default value: 4.\n\nTAB_SIZE               = 4\n\n# This tag can be used to specify a number of aliases that act as commands in\n# the documentation. An alias has the form:\n# name=value\n# For example adding\n# \"sideeffect=@par Side Effects:\\n\"\n# will allow you to put the command \\sideeffect (or @sideeffect) in the\n# documentation, which will result in a user-defined paragraph with heading\n# \"Side Effects:\". You can put \\n's in the value part of an alias to insert\n# newlines.\n\nALIASES                =\n\n# This tag can be used to specify a number of word-keyword mappings (TCL only).\n# A mapping has the form \"name=value\". For example adding \"class=itcl::class\"\n# will allow you to use the command class in the itcl::class meaning.\n\nTCL_SUBST              =\n\n# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources\n# only. Doxygen will then generate output that is more tailored for C. For\n# instance, some of the names that are used will be different. The list of all\n# members will be omitted, etc.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_FOR_C  = NO\n\n# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java or\n# Python sources only. Doxygen will then generate output that is more tailored\n# for that language. For instance, namespaces will be presented as packages,\n# qualified scopes will look different, etc.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_JAVA   = NO\n\n# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran\n# sources. Doxygen will then generate output that is tailored for Fortran.\n# The default value is: NO.\n\nOPTIMIZE_FOR_FORTRAN   = NO\n\n# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL\n# sources. Doxygen will then generate output that is tailored for VHDL.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_VHDL   = NO\n\n# Doxygen selects the parser to use depending on the extension of the files it\n# parses. With this tag you can assign which parser to use for a given\n# extension. Doxygen has a built-in mapping, but you can override or extend it\n# using this tag. The format is ext=language, where ext is a file extension, and\n# language is one of the parsers supported by doxygen: IDL, Java, Javascript,\n# C#, C, C++, D, PHP, Objective-C, Python, Fortran (fixed format Fortran:\n# FortranFixed, free formatted Fortran: FortranFree, unknown formatted Fortran:\n# Fortran. In the later case the parser tries to guess whether the code is fixed\n# or free formatted code, this is the default for Fortran type files), VHDL. For\n# instance to make doxygen treat .inc files as Fortran files (default is PHP),\n# and .f files as C (default is Fortran), use: inc=Fortran f=C.\n#\n# Note: For files without extension you can use no_extension as a placeholder.\n#\n# Note that for custom extensions you also need to set FILE_PATTERNS otherwise\n# the files are not read by doxygen.\n\nEXTENSION_MAPPING      =\n\n# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments\n# according to the Markdown format, which allows for more readable\n# documentation. See http://daringfireball.net/projects/markdown/ for details.\n# The output of markdown processing is further processed by doxygen, so you can\n# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in\n# case of backward compatibilities issues.\n# The default value is: YES.\n\nMARKDOWN_SUPPORT       = YES\n\n# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up\n# to that level are automatically included in the table of contents, even if\n# they do not have an id attribute.\n# Note: This feature currently applies only to Markdown headings.\n# Minimum value: 0, maximum value: 99, default value: 0.\n# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.\n\nTOC_INCLUDE_HEADINGS   = 0\n\n# When enabled doxygen tries to link words that correspond to documented\n# classes, or namespaces to their corresponding documentation. Such a link can\n# be prevented in individual cases by putting a % sign in front of the word or\n# globally by setting AUTOLINK_SUPPORT to NO.\n# The default value is: YES.\n\nAUTOLINK_SUPPORT       = YES\n\n# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want\n# to include (a tag file for) the STL sources as input, then you should set this\n# tag to YES in order to let doxygen match functions declarations and\n# definitions whose arguments contain STL classes (e.g. func(std::string);\n# versus func(std::string) {}). This also make the inheritance and collaboration\n# diagrams that involve STL classes more complete and accurate.\n# The default value is: NO.\n\nBUILTIN_STL_SUPPORT    = NO\n\n# If you use Microsoft's C++/CLI language, you should set this option to YES to\n# enable parsing support.\n# The default value is: NO.\n\nCPP_CLI_SUPPORT        = NO\n\n# Set the SIP_SUPPORT tag to YES if your project consists of sip (see:\n# http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen\n# will parse them like normal C++ but will assume all classes use public instead\n# of private inheritance when no explicit protection keyword is present.\n# The default value is: NO.\n\nSIP_SUPPORT            = NO\n\n# For Microsoft's IDL there are propget and propput attributes to indicate\n# getter and setter methods for a property. Setting this option to YES will make\n# doxygen to replace the get and set methods by a property in the documentation.\n# This will only work if the methods are indeed getting or setting a simple\n# type. If this is not the case, or you want to show the methods anyway, you\n# should set this option to NO.\n# The default value is: YES.\n\nIDL_PROPERTY_SUPPORT   = YES\n\n# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC\n# tag is set to YES then doxygen will reuse the documentation of the first\n# member in the group (if any) for the other members of the group. By default\n# all members of a group must be documented explicitly.\n# The default value is: NO.\n\nDISTRIBUTE_GROUP_DOC   = NO\n\n# If one adds a struct or class to a group and this option is enabled, then also\n# any nested class or struct is added to the same group. By default this option\n# is disabled and one has to add nested compounds explicitly via \\ingroup.\n# The default value is: NO.\n\nGROUP_NESTED_COMPOUNDS = NO\n\n# Set the SUBGROUPING tag to YES to allow class member groups of the same type\n# (for instance a group of public functions) to be put as a subgroup of that\n# type (e.g. under the Public Functions section). Set it to NO to prevent\n# subgrouping. Alternatively, this can be done per class using the\n# \\nosubgrouping command.\n# The default value is: YES.\n\nSUBGROUPING            = YES\n\n# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions\n# are shown inside the group in which they are included (e.g. using \\ingroup)\n# instead of on a separate page (for HTML and Man pages) or section (for LaTeX\n# and RTF).\n#\n# Note that this feature does not work in combination with\n# SEPARATE_MEMBER_PAGES.\n# The default value is: NO.\n\nINLINE_GROUPED_CLASSES = NO\n\n# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions\n# with only public data fields or simple typedef fields will be shown inline in\n# the documentation of the scope in which they are defined (i.e. file,\n# namespace, or group documentation), provided this scope is documented. If set\n# to NO, structs, classes, and unions are shown on a separate page (for HTML and\n# Man pages) or section (for LaTeX and RTF).\n# The default value is: NO.\n\nINLINE_SIMPLE_STRUCTS  = NO\n\n# When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or\n# enum is documented as struct, union, or enum with the name of the typedef. So\n# typedef struct TypeS {} TypeT, will appear in the documentation as a struct\n# with name TypeT. When disabled the typedef will appear as a member of a file,\n# namespace, or class. And the struct will be named TypeS. This can typically be\n# useful for C code in case the coding convention dictates that all compound\n# types are typedef'ed and only the typedef is referenced, never the tag name.\n# The default value is: NO.\n\nTYPEDEF_HIDES_STRUCT   = NO\n\n# The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This\n# cache is used to resolve symbols given their name and scope. Since this can be\n# an expensive process and often the same symbol appears multiple times in the\n# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small\n# doxygen will become slower. If the cache is too large, memory is wasted. The\n# cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range\n# is 0..9, the default is 0, corresponding to a cache size of 2^16=65536\n# symbols. At the end of a run doxygen will report the cache usage and suggest\n# the optimal cache size from a speed point of view.\n# Minimum value: 0, maximum value: 9, default value: 0.\n\nLOOKUP_CACHE_SIZE      = 0\n\n#---------------------------------------------------------------------------\n# Build related configuration options\n#---------------------------------------------------------------------------\n\n# If the EXTRACT_ALL tag is set to YES, doxygen will assume all entities in\n# documentation are documented, even if no documentation was available. Private\n# class members and static file members will be hidden unless the\n# EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES.\n# Note: This will also disable the warnings about undocumented members that are\n# normally produced when WARNINGS is set to YES.\n# The default value is: NO.\n\nEXTRACT_ALL            = NO\n\n# If the EXTRACT_PRIVATE tag is set to YES, all private members of a class will\n# be included in the documentation.\n# The default value is: NO.\n\nEXTRACT_PRIVATE        = NO\n\n# If the EXTRACT_PACKAGE tag is set to YES, all members with package or internal\n# scope will be included in the documentation.\n# The default value is: NO.\n\nEXTRACT_PACKAGE        = NO\n\n# If the EXTRACT_STATIC tag is set to YES, all static members of a file will be\n# included in the documentation.\n# The default value is: NO.\n\nEXTRACT_STATIC         = NO\n\n# If the EXTRACT_LOCAL_CLASSES tag is set to YES, classes (and structs) defined\n# locally in source files will be included in the documentation. If set to NO,\n# only classes defined in header files are included. Does not have any effect\n# for Java sources.\n# The default value is: YES.\n\nEXTRACT_LOCAL_CLASSES  = YES\n\n# This flag is only useful for Objective-C code. If set to YES, local methods,\n# which are defined in the implementation section but not in the interface are\n# included in the documentation. If set to NO, only methods in the interface are\n# included.\n# The default value is: NO.\n\nEXTRACT_LOCAL_METHODS  = NO\n\n# If this flag is set to YES, the members of anonymous namespaces will be\n# extracted and appear in the documentation as a namespace called\n# 'anonymous_namespace{file}', where file will be replaced with the base name of\n# the file that contains the anonymous namespace. By default anonymous namespace\n# are hidden.\n# The default value is: NO.\n\nEXTRACT_ANON_NSPACES   = NO\n\n# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all\n# undocumented members inside documented classes or files. If set to NO these\n# members will be included in the various overviews, but no documentation\n# section is generated. This option has no effect if EXTRACT_ALL is enabled.\n# The default value is: NO.\n\nHIDE_UNDOC_MEMBERS     = NO\n\n# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all\n# undocumented classes that are normally visible in the class hierarchy. If set\n# to NO, these classes will be included in the various overviews. This option\n# has no effect if EXTRACT_ALL is enabled.\n# The default value is: NO.\n\nHIDE_UNDOC_CLASSES     = NO\n\n# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend\n# (class|struct|union) declarations. If set to NO, these declarations will be\n# included in the documentation.\n# The default value is: NO.\n\nHIDE_FRIEND_COMPOUNDS  = NO\n\n# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any\n# documentation blocks found inside the body of a function. If set to NO, these\n# blocks will be appended to the function's detailed documentation block.\n# The default value is: NO.\n\nHIDE_IN_BODY_DOCS      = NO\n\n# The INTERNAL_DOCS tag determines if documentation that is typed after a\n# \\internal command is included. If the tag is set to NO then the documentation\n# will be excluded. Set it to YES to include the internal documentation.\n# The default value is: NO.\n\nINTERNAL_DOCS          = NO\n\n# If the CASE_SENSE_NAMES tag is set to NO then doxygen will only generate file\n# names in lower-case letters. If set to YES, upper-case letters are also\n# allowed. This is useful if you have classes or files whose names only differ\n# in case and if your file system supports case sensitive file names. Windows\n# and Mac users are advised to set this option to NO.\n# The default value is: system dependent.\n\nCASE_SENSE_NAMES       = NO\n\n# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with\n# their full class and namespace scopes in the documentation. If set to YES, the\n# scope will be hidden.\n# The default value is: NO.\n\nHIDE_SCOPE_NAMES       = NO\n\n# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then doxygen will\n# append additional text to a page's title, such as Class Reference. If set to\n# YES the compound reference will be hidden.\n# The default value is: NO.\n\nHIDE_COMPOUND_REFERENCE= NO\n\n# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of\n# the files that are included by a file in the documentation of that file.\n# The default value is: YES.\n\nSHOW_INCLUDE_FILES     = YES\n\n# If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each\n# grouped member an include statement to the documentation, telling the reader\n# which file to include in order to use the member.\n# The default value is: NO.\n\nSHOW_GROUPED_MEMB_INC  = NO\n\n# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include\n# files with double quotes in the documentation rather than with sharp brackets.\n# The default value is: NO.\n\nFORCE_LOCAL_INCLUDES   = NO\n\n# If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the\n# documentation for inline members.\n# The default value is: YES.\n\nINLINE_INFO            = YES\n\n# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the\n# (detailed) documentation of file and class members alphabetically by member\n# name. If set to NO, the members will appear in declaration order.\n# The default value is: YES.\n\nSORT_MEMBER_DOCS       = YES\n\n# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief\n# descriptions of file, namespace and class members alphabetically by member\n# name. If set to NO, the members will appear in declaration order. Note that\n# this will also influence the order of the classes in the class list.\n# The default value is: NO.\n\nSORT_BRIEF_DOCS        = NO\n\n# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the\n# (brief and detailed) documentation of class members so that constructors and\n# destructors are listed first. If set to NO the constructors will appear in the\n# respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS.\n# Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief\n# member documentation.\n# Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting\n# detailed member documentation.\n# The default value is: NO.\n\nSORT_MEMBERS_CTORS_1ST = NO\n\n# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy\n# of group names into alphabetical order. If set to NO the group names will\n# appear in their defined order.\n# The default value is: NO.\n\nSORT_GROUP_NAMES       = NO\n\n# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by\n# fully-qualified names, including namespaces. If set to NO, the class list will\n# be sorted only by class name, not including the namespace part.\n# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES.\n# Note: This option applies only to the class list, not to the alphabetical\n# list.\n# The default value is: NO.\n\nSORT_BY_SCOPE_NAME     = NO\n\n# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper\n# type resolution of all parameters of a function it will reject a match between\n# the prototype and the implementation of a member function even if there is\n# only one candidate or it is obvious which candidate to choose by doing a\n# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still\n# accept a match between prototype and implementation in such cases.\n# The default value is: NO.\n\nSTRICT_PROTO_MATCHING  = NO\n\n# The GENERATE_TODOLIST tag can be used to enable (YES) or disable (NO) the todo\n# list. This list is created by putting \\todo commands in the documentation.\n# The default value is: YES.\n\nGENERATE_TODOLIST      = YES\n\n# The GENERATE_TESTLIST tag can be used to enable (YES) or disable (NO) the test\n# list. This list is created by putting \\test commands in the documentation.\n# The default value is: YES.\n\nGENERATE_TESTLIST      = YES\n\n# The GENERATE_BUGLIST tag can be used to enable (YES) or disable (NO) the bug\n# list. This list is created by putting \\bug commands in the documentation.\n# The default value is: YES.\n\nGENERATE_BUGLIST       = YES\n\n# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or disable (NO)\n# the deprecated list. This list is created by putting \\deprecated commands in\n# the documentation.\n# The default value is: YES.\n\nGENERATE_DEPRECATEDLIST= YES\n\n# The ENABLED_SECTIONS tag can be used to enable conditional documentation\n# sections, marked by \\if <section_label> ... \\endif and \\cond <section_label>\n# ... \\endcond blocks.\n\nENABLED_SECTIONS       =\n\n# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the\n# initial value of a variable or macro / define can have for it to appear in the\n# documentation. If the initializer consists of more lines than specified here\n# it will be hidden. Use a value of 0 to hide initializers completely. The\n# appearance of the value of individual variables and macros / defines can be\n# controlled using \\showinitializer or \\hideinitializer command in the\n# documentation regardless of this setting.\n# Minimum value: 0, maximum value: 10000, default value: 30.\n\nMAX_INITIALIZER_LINES  = 30\n\n# Set the SHOW_USED_FILES tag to NO to disable the list of files generated at\n# the bottom of the documentation of classes and structs. If set to YES, the\n# list will mention the files that were used to generate the documentation.\n# The default value is: YES.\n\nSHOW_USED_FILES        = YES\n\n# Set the SHOW_FILES tag to NO to disable the generation of the Files page. This\n# will remove the Files entry from the Quick Index and from the Folder Tree View\n# (if specified).\n# The default value is: YES.\n\nSHOW_FILES             = YES\n\n# Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces\n# page. This will remove the Namespaces entry from the Quick Index and from the\n# Folder Tree View (if specified).\n# The default value is: YES.\n\nSHOW_NAMESPACES        = YES\n\n# The FILE_VERSION_FILTER tag can be used to specify a program or script that\n# doxygen should invoke to get the current version for each file (typically from\n# the version control system). Doxygen will invoke the program by executing (via\n# popen()) the command command input-file, where command is the value of the\n# FILE_VERSION_FILTER tag, and input-file is the name of an input file provided\n# by doxygen. Whatever the program writes to standard output is used as the file\n# version. For an example see the documentation.\n\nFILE_VERSION_FILTER    =\n\n# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed\n# by doxygen. The layout file controls the global structure of the generated\n# output files in an output format independent way. To create the layout file\n# that represents doxygen's defaults, run doxygen with the -l option. You can\n# optionally specify a file name after the option, if omitted DoxygenLayout.xml\n# will be used as the name of the layout file.\n#\n# Note that if you run doxygen from a directory containing a file called\n# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE\n# tag is left empty.\n\nLAYOUT_FILE            =\n\n# The CITE_BIB_FILES tag can be used to specify one or more bib files containing\n# the reference definitions. This must be a list of .bib files. The .bib\n# extension is automatically appended if omitted. This requires the bibtex tool\n# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info.\n# For LaTeX the style of the bibliography can be controlled using\n# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the\n# search path. See also \\cite for info how to create references.\n\nCITE_BIB_FILES         =\n\n#---------------------------------------------------------------------------\n# Configuration options related to warning and progress messages\n#---------------------------------------------------------------------------\n\n# The QUIET tag can be used to turn on/off the messages that are generated to\n# standard output by doxygen. If QUIET is set to YES this implies that the\n# messages are off.\n# The default value is: NO.\n\nQUIET                  = NO\n\n# The WARNINGS tag can be used to turn on/off the warning messages that are\n# generated to standard error (stderr) by doxygen. If WARNINGS is set to YES\n# this implies that the warnings are on.\n#\n# Tip: Turn warnings on while writing the documentation.\n# The default value is: YES.\n\nWARNINGS               = YES\n\n# If the WARN_IF_UNDOCUMENTED tag is set to YES then doxygen will generate\n# warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag\n# will automatically be disabled.\n# The default value is: YES.\n\nWARN_IF_UNDOCUMENTED   = YES\n\n# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for\n# potential errors in the documentation, such as not documenting some parameters\n# in a documented function, or documenting parameters that don't exist or using\n# markup commands wrongly.\n# The default value is: YES.\n\nWARN_IF_DOC_ERROR      = YES\n\n# This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that\n# are documented, but have no documentation for their parameters or return\n# value. If set to NO, doxygen will only warn about wrong or incomplete\n# parameter documentation, but not about the absence of documentation.\n# The default value is: NO.\n\nWARN_NO_PARAMDOC       = NO\n\n# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when\n# a warning is encountered.\n# The default value is: NO.\n\nWARN_AS_ERROR          = NO\n\n# The WARN_FORMAT tag determines the format of the warning messages that doxygen\n# can produce. The string should contain the $file, $line, and $text tags, which\n# will be replaced by the file and line number from which the warning originated\n# and the warning text. Optionally the format may contain $version, which will\n# be replaced by the version of the file (if it could be obtained via\n# FILE_VERSION_FILTER)\n# The default value is: $file:$line: $text.\n\nWARN_FORMAT            = \"$file:$line: $text\"\n\n# The WARN_LOGFILE tag can be used to specify a file to which warning and error\n# messages should be written. If left blank the output is written to standard\n# error (stderr).\n\nWARN_LOGFILE           =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the input files\n#---------------------------------------------------------------------------\n\n# The INPUT tag is used to specify the files and/or directories that contain\n# documented source files. You may enter file names like myfile.cpp or\n# directories like /usr/src/myproject. Separate the files or directories with\n# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING\n# Note: If this tag is empty the current directory is searched.\n\nINPUT                  = src/actor/aquamentus.py \\\n                         src/actor/boomerang.py \\\n                         src/actor/boss.py \\\n                         src/actor/constants.py \\\n                         src/actor/enemy.py \\\n                         src/actor/fireball.py \\\n                         src/actor/healthbar.py \\\n                         src/actor/item.py \\\n                         src/actor/keese.py \\\n                         src/actor/player.py \\\n                         src/actor/rupee.py \\\n                         src/actor/spritesheet.py \\\n                         src/actor/stalfos.py \\\n                         src/actor/sword.py \\\n                         src/collision/door.py \\\n                         src/collision/level.py \\\n                         src/collision/leveldata.py \\\n                         src/collision/levelmanager.py \\\n                         src/collision/makelevel.py \\\n                         src/collision/wall.py \\\n                         src/config/colour.py \\\n                         src/config/window.py\n\n                         \n\n# This tag can be used to specify the character encoding of the source files\n# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses\n# libiconv (or the iconv built into libc) for the transcoding. See the libiconv\n# documentation (see: http://www.gnu.org/software/libiconv) for the list of\n# possible encodings.\n# The default value is: UTF-8.\n\nINPUT_ENCODING         = UTF-8\n\n# If the value of the INPUT tag contains directories, you can use the\n# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and\n# *.h) to filter out the source-files in the directories.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# read by doxygen.\n#\n# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp,\n# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h,\n# *.hh, *.hxx, *.hpp, *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc,\n# *.m, *.markdown, *.md, *.mm, *.dox, *.py, *.pyw, *.f90, *.f95, *.f03, *.f08,\n# *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.\n\nFILE_PATTERNS          = *.c \\\n                         *.cc \\\n                         *.cxx \\\n                         *.cpp \\\n                         *.c++ \\\n                         *.java \\\n                         *.ii \\\n                         *.ixx \\\n                         *.ipp \\\n                         *.i++ \\\n                         *.inl \\\n                         *.idl \\\n                         *.ddl \\\n                         *.odl \\\n                         *.h \\\n                         *.hh \\\n                         *.hxx \\\n                         *.hpp \\\n                         *.h++ \\\n                         *.cs \\\n                         *.d \\\n                         *.php \\\n                         *.php4 \\\n                         *.php5 \\\n                         *.phtml \\\n                         *.inc \\\n                         *.m \\\n                         *.markdown \\\n                         *.md \\\n                         *.mm \\\n                         *.dox \\\n                         *.py \\\n                         *.pyw \\\n                         *.f90 \\\n                         *.f95 \\\n                         *.f03 \\\n                         *.f08 \\\n                         *.f \\\n                         *.for \\\n                         *.tcl \\\n                         *.vhd \\\n                         *.vhdl \\\n                         *.ucf \\\n                         *.qsf\n\n# The RECURSIVE tag can be used to specify whether or not subdirectories should\n# be searched for input files as well.\n# The default value is: NO.\n\nRECURSIVE              = NO\n\n# The EXCLUDE tag can be used to specify files and/or directories that should be\n# excluded from the INPUT source files. This way you can easily exclude a\n# subdirectory from a directory tree whose root is specified with the INPUT tag.\n#\n# Note that relative paths are relative to the directory from which doxygen is\n# run.\n\nEXCLUDE                =\n\n# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or\n# directories that are symbolic links (a Unix file system feature) are excluded\n# from the input.\n# The default value is: NO.\n\nEXCLUDE_SYMLINKS       = NO\n\n# If the value of the INPUT tag contains directories, you can use the\n# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude\n# certain files from those directories.\n#\n# Note that the wildcards are matched against the file with absolute path, so to\n# exclude all test directories for example use the pattern */test/*\n\nEXCLUDE_PATTERNS       =\n\n# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names\n# (namespaces, classes, functions, etc.) that should be excluded from the\n# output. The symbol name can be a fully qualified name, a word, or if the\n# wildcard * is used, a substring. Examples: ANamespace, AClass,\n# AClass::ANamespace, ANamespace::*Test\n#\n# Note that the wildcards are matched against the file with absolute path, so to\n# exclude all test directories use the pattern */test/*\n\nEXCLUDE_SYMBOLS        =\n\n# The EXAMPLE_PATH tag can be used to specify one or more files or directories\n# that contain example code fragments that are included (see the \\include\n# command).\n\nEXAMPLE_PATH           =\n\n# If the value of the EXAMPLE_PATH tag contains directories, you can use the\n# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and\n# *.h) to filter out the source-files in the directories. If left blank all\n# files are included.\n\nEXAMPLE_PATTERNS       = *\n\n# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be\n# searched for input files to be used with the \\include or \\dontinclude commands\n# irrespective of the value of the RECURSIVE tag.\n# The default value is: NO.\n\nEXAMPLE_RECURSIVE      = NO\n\n# The IMAGE_PATH tag can be used to specify one or more files or directories\n# that contain images that are to be included in the documentation (see the\n# \\image command).\n\nIMAGE_PATH             =\n\n# The INPUT_FILTER tag can be used to specify a program that doxygen should\n# invoke to filter for each input file. Doxygen will invoke the filter program\n# by executing (via popen()) the command:\n#\n# <filter> <input-file>\n#\n# where <filter> is the value of the INPUT_FILTER tag, and <input-file> is the\n# name of an input file. Doxygen will then use the output that the filter\n# program writes to standard output. If FILTER_PATTERNS is specified, this tag\n# will be ignored.\n#\n# Note that the filter must not add or remove lines; it is applied before the\n# code is scanned, but not when the output code is generated. If lines are added\n# or removed, the anchors will not be placed correctly.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# properly processed by doxygen.\n\nINPUT_FILTER           =\n\n# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern\n# basis. Doxygen will compare the file name with each pattern and apply the\n# filter if there is a match. The filters are a list of the form: pattern=filter\n# (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how\n# filters are used. If the FILTER_PATTERNS tag is empty or if none of the\n# patterns match the file name, INPUT_FILTER is applied.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# properly processed by doxygen.\n\nFILTER_PATTERNS        =\n\n# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using\n# INPUT_FILTER) will also be used to filter the input files that are used for\n# producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES).\n# The default value is: NO.\n\nFILTER_SOURCE_FILES    = NO\n\n# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file\n# pattern. A pattern will override the setting for FILTER_PATTERN (if any) and\n# it is also possible to disable source filtering for a specific pattern using\n# *.ext= (so without naming a filter).\n# This tag requires that the tag FILTER_SOURCE_FILES is set to YES.\n\nFILTER_SOURCE_PATTERNS =\n\n# If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that\n# is part of the input, its contents will be placed on the main page\n# (index.html). This can be useful if you have a project on for instance GitHub\n# and want to reuse the introduction page also for the doxygen output.\n\nUSE_MDFILE_AS_MAINPAGE =\n\n#---------------------------------------------------------------------------\n# Configuration options related to source browsing\n#---------------------------------------------------------------------------\n\n# If the SOURCE_BROWSER tag is set to YES then a list of source files will be\n# generated. Documented entities will be cross-referenced with these sources.\n#\n# Note: To get rid of all source code in the generated output, make sure that\n# also VERBATIM_HEADERS is set to NO.\n# The default value is: NO.\n\nSOURCE_BROWSER         = NO\n\n# Setting the INLINE_SOURCES tag to YES will include the body of functions,\n# classes and enums directly into the documentation.\n# The default value is: NO.\n\nINLINE_SOURCES         = NO\n\n# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any\n# special comment blocks from generated source code fragments. Normal C, C++ and\n# Fortran comments will always remain visible.\n# The default value is: YES.\n\nSTRIP_CODE_COMMENTS    = YES\n\n# If the REFERENCED_BY_RELATION tag is set to YES then for each documented\n# function all documented functions referencing it will be listed.\n# The default value is: NO.\n\nREFERENCED_BY_RELATION = NO\n\n# If the REFERENCES_RELATION tag is set to YES then for each documented function\n# all documented entities called/used by that function will be listed.\n# The default value is: NO.\n\nREFERENCES_RELATION    = NO\n\n# If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set\n# to YES then the hyperlinks from functions in REFERENCES_RELATION and\n# REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will\n# link to the documentation.\n# The default value is: YES.\n\nREFERENCES_LINK_SOURCE = YES\n\n# If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the\n# source code will show a tooltip with additional information such as prototype,\n# brief description and links to the definition and documentation. Since this\n# will make the HTML file larger and loading of large files a bit slower, you\n# can opt to disable this feature.\n# The default value is: YES.\n# This tag requires that the tag SOURCE_BROWSER is set to YES.\n\nSOURCE_TOOLTIPS        = YES\n\n# If the USE_HTAGS tag is set to YES then the references to source code will\n# point to the HTML generated by the htags(1) tool instead of doxygen built-in\n# source browser. The htags tool is part of GNU's global source tagging system\n# (see http://www.gnu.org/software/global/global.html). You will need version\n# 4.8.6 or higher.\n#\n# To use it do the following:\n# - Install the latest version of global\n# - Enable SOURCE_BROWSER and USE_HTAGS in the config file\n# - Make sure the INPUT points to the root of the source tree\n# - Run doxygen as normal\n#\n# Doxygen will invoke htags (and that will in turn invoke gtags), so these\n# tools must be available from the command line (i.e. in the search path).\n#\n# The result: instead of the source browser generated by doxygen, the links to\n# source code will now point to the output of htags.\n# The default value is: NO.\n# This tag requires that the tag SOURCE_BROWSER is set to YES.\n\nUSE_HTAGS              = NO\n\n# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a\n# verbatim copy of the header file for each class for which an include is\n# specified. Set to NO to disable this.\n# See also: Section \\class.\n# The default value is: YES.\n\nVERBATIM_HEADERS       = YES\n\n# If the CLANG_ASSISTED_PARSING tag is set to YES then doxygen will use the\n# clang parser (see: http://clang.llvm.org/) for more accurate parsing at the\n# cost of reduced performance. This can be particularly helpful with template\n# rich C++ code for which doxygen's built-in parser lacks the necessary type\n# information.\n# Note: The availability of this option depends on whether or not doxygen was\n# generated with the -Duse-libclang=ON option for CMake.\n# The default value is: NO.\n\nCLANG_ASSISTED_PARSING = NO\n\n# If clang assisted parsing is enabled you can provide the compiler with command\n# line options that you would normally use when invoking the compiler. Note that\n# the include paths will already be set by doxygen for the files and directories\n# specified with INPUT and INCLUDE_PATH.\n# This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES.\n\nCLANG_OPTIONS          =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the alphabetical class index\n#---------------------------------------------------------------------------\n\n# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all\n# compounds will be generated. Enable this if the project contains a lot of\n# classes, structs, unions or interfaces.\n# The default value is: YES.\n\nALPHABETICAL_INDEX     = YES\n\n# The COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns in\n# which the alphabetical index list will be split.\n# Minimum value: 1, maximum value: 20, default value: 5.\n# This tag requires that the tag ALPHABETICAL_INDEX is set to YES.\n\nCOLS_IN_ALPHA_INDEX    = 5\n\n# In case all classes in a project start with a common prefix, all classes will\n# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag\n# can be used to specify a prefix (or a list of prefixes) that should be ignored\n# while generating the index headers.\n# This tag requires that the tag ALPHABETICAL_INDEX is set to YES.\n\nIGNORE_PREFIX          =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the HTML output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_HTML tag is set to YES, doxygen will generate HTML output\n# The default value is: YES.\n\nGENERATE_HTML          = YES\n\n# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: html.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_OUTPUT            = html\n\n# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each\n# generated HTML page (for example: .htm, .php, .asp).\n# The default value is: .html.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_FILE_EXTENSION    = .html\n\n# The HTML_HEADER tag can be used to specify a user-defined HTML header file for\n# each generated HTML page. If the tag is left blank doxygen will generate a\n# standard header.\n#\n# To get valid HTML the header file that includes any scripts and style sheets\n# that doxygen needs, which is dependent on the configuration options used (e.g.\n# the setting GENERATE_TREEVIEW). It is highly recommended to start with a\n# default header using\n# doxygen -w html new_header.html new_footer.html new_stylesheet.css\n# YourConfigFile\n# and then modify the file new_header.html. See also section \"Doxygen usage\"\n# for information on how to generate the default header that doxygen normally\n# uses.\n# Note: The header is subject to change so you typically have to regenerate the\n# default header when upgrading to a newer version of doxygen. For a description\n# of the possible markers and block names see the documentation.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_HEADER            =\n\n# The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each\n# generated HTML page. If the tag is left blank doxygen will generate a standard\n# footer. See HTML_HEADER for more information on how to generate a default\n# footer and what special commands can be used inside the footer. See also\n# section \"Doxygen usage\" for information on how to generate the default footer\n# that doxygen normally uses.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_FOOTER            =\n\n# The HTML_STYLESHEET tag can be used to specify a user-defined cascading style\n# sheet that is used by each HTML page. It can be used to fine-tune the look of\n# the HTML output. If left blank doxygen will generate a default style sheet.\n# See also section \"Doxygen usage\" for information on how to generate the style\n# sheet that doxygen normally uses.\n# Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as\n# it is more robust and this tag (HTML_STYLESHEET) will in the future become\n# obsolete.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_STYLESHEET        =\n\n# The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined\n# cascading style sheets that are included after the standard style sheets\n# created by doxygen. Using this option one can overrule certain style aspects.\n# This is preferred over using HTML_STYLESHEET since it does not replace the\n# standard style sheet and is therefore more robust against future updates.\n# Doxygen will copy the style sheet files to the output directory.\n# Note: The order of the extra style sheet files is of importance (e.g. the last\n# style sheet in the list overrules the setting of the previous ones in the\n# list). For an example see the documentation.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_EXTRA_STYLESHEET  =\n\n# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or\n# other source files which should be copied to the HTML output directory. Note\n# that these files will be copied to the base HTML output directory. Use the\n# $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these\n# files. In the HTML_STYLESHEET file, use the file name only. Also note that the\n# files will be copied as-is; there are no commands or markers available.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_EXTRA_FILES       =\n\n# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen\n# will adjust the colors in the style sheet and background images according to\n# this color. Hue is specified as an angle on a colorwheel, see\n# http://en.wikipedia.org/wiki/Hue for more information. For instance the value\n# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300\n# purple, and 360 is red again.\n# Minimum value: 0, maximum value: 359, default value: 220.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_HUE    = 220\n\n# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors\n# in the HTML output. For a value of 0 the output will use grayscales only. A\n# value of 255 will produce the most vivid colors.\n# Minimum value: 0, maximum value: 255, default value: 100.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_SAT    = 100\n\n# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the\n# luminance component of the colors in the HTML output. Values below 100\n# gradually make the output lighter, whereas values above 100 make the output\n# darker. The value divided by 100 is the actual gamma applied, so 80 represents\n# a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not\n# change the gamma.\n# Minimum value: 40, maximum value: 240, default value: 80.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_GAMMA  = 80\n\n# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML\n# page will contain the date and time when the page was generated. Setting this\n# to YES can help to show when doxygen was last run and thus if the\n# documentation is up to date.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_TIMESTAMP         = NO\n\n# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML\n# documentation will contain sections that can be hidden and shown after the\n# page has loaded.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_DYNAMIC_SECTIONS  = NO\n\n# With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries\n# shown in the various tree structured indices initially; the user can expand\n# and collapse entries dynamically later on. Doxygen will expand the tree to\n# such a level that at most the specified number of entries are visible (unless\n# a fully collapsed tree already exceeds this amount). So setting the number of\n# entries 1 will produce a full collapsed tree by default. 0 is a special value\n# representing an infinite number of entries and will result in a full expanded\n# tree by default.\n# Minimum value: 0, maximum value: 9999, default value: 100.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_INDEX_NUM_ENTRIES = 100\n\n# If the GENERATE_DOCSET tag is set to YES, additional index files will be\n# generated that can be used as input for Apple's Xcode 3 integrated development\n# environment (see: http://developer.apple.com/tools/xcode/), introduced with\n# OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a\n# Makefile in the HTML output directory. Running make will produce the docset in\n# that directory and running make install will install the docset in\n# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at\n# startup. See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html\n# for more information.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_DOCSET        = NO\n\n# This tag determines the name of the docset feed. A documentation feed provides\n# an umbrella under which multiple documentation sets from a single provider\n# (such as a company or product suite) can be grouped.\n# The default value is: Doxygen generated docs.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_FEEDNAME        = \"Doxygen generated docs\"\n\n# This tag specifies a string that should uniquely identify the documentation\n# set bundle. This should be a reverse domain-name style string, e.g.\n# com.mycompany.MyDocSet. Doxygen will append .docset to the name.\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_BUNDLE_ID       = org.doxygen.Project\n\n# The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify\n# the documentation publisher. This should be a reverse domain-name style\n# string, e.g. com.mycompany.MyDocSet.documentation.\n# The default value is: org.doxygen.Publisher.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_PUBLISHER_ID    = org.doxygen.Publisher\n\n# The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher.\n# The default value is: Publisher.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_PUBLISHER_NAME  = Publisher\n\n# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three\n# additional HTML index files: index.hhp, index.hhc, and index.hhk. The\n# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop\n# (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on\n# Windows.\n#\n# The HTML Help Workshop contains a compiler that can convert all HTML output\n# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML\n# files are now used as the Windows 98 help format, and will replace the old\n# Windows help format (.hlp) on all Windows platforms in the future. Compressed\n# HTML files also contain an index, a table of contents, and you can search for\n# words in the documentation. The HTML workshop also contains a viewer for\n# compressed HTML files.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_HTMLHELP      = NO\n\n# The CHM_FILE tag can be used to specify the file name of the resulting .chm\n# file. You can add a path in front of the file if the result should not be\n# written to the html output directory.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nCHM_FILE               =\n\n# The HHC_LOCATION tag can be used to specify the location (absolute path\n# including file name) of the HTML help compiler (hhc.exe). If non-empty,\n# doxygen will try to run the HTML help compiler on the generated index.hhp.\n# The file has to be specified with full path.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nHHC_LOCATION           =\n\n# The GENERATE_CHI flag controls if a separate .chi index file is generated\n# (YES) or that it should be included in the master .chm file (NO).\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nGENERATE_CHI           = NO\n\n# The CHM_INDEX_ENCODING is used to encode HtmlHelp index (hhk), content (hhc)\n# and project file content.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nCHM_INDEX_ENCODING     =\n\n# The BINARY_TOC flag controls whether a binary table of contents is generated\n# (YES) or a normal table of contents (NO) in the .chm file. Furthermore it\n# enables the Previous and Next buttons.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nBINARY_TOC             = NO\n\n# The TOC_EXPAND flag can be set to YES to add extra items for group members to\n# the table of contents of the HTML help documentation and to the tree view.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nTOC_EXPAND             = NO\n\n# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and\n# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that\n# can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help\n# (.qch) of the generated HTML documentation.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_QHP           = NO\n\n# If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify\n# the file name of the resulting .qch file. The path specified is relative to\n# the HTML output folder.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQCH_FILE               =\n\n# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help\n# Project output. For more information please see Qt Help Project / Namespace\n# (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace).\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_NAMESPACE          = org.doxygen.Project\n\n# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt\n# Help Project output. For more information please see Qt Help Project / Virtual\n# Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual-\n# folders).\n# The default value is: doc.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_VIRTUAL_FOLDER     = doc\n\n# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom\n# filter to add. For more information please see Qt Help Project / Custom\n# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-\n# filters).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_CUST_FILTER_NAME   =\n\n# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the\n# custom filter to add. For more information please see Qt Help Project / Custom\n# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-\n# filters).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_CUST_FILTER_ATTRS  =\n\n# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this\n# project's filter section matches. Qt Help Project / Filter Attributes (see:\n# http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_SECT_FILTER_ATTRS  =\n\n# The QHG_LOCATION tag can be used to specify the location of Qt's\n# qhelpgenerator. If non-empty doxygen will try to run qhelpgenerator on the\n# generated .qhp file.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHG_LOCATION           =\n\n# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be\n# generated, together with the HTML files, they form an Eclipse help plugin. To\n# install this plugin and make it available under the help contents menu in\n# Eclipse, the contents of the directory containing the HTML and XML files needs\n# to be copied into the plugins directory of eclipse. The name of the directory\n# within the plugins directory should be the same as the ECLIPSE_DOC_ID value.\n# After copying Eclipse needs to be restarted before the help appears.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_ECLIPSEHELP   = NO\n\n# A unique identifier for the Eclipse help plugin. When installing the plugin\n# the directory name containing the HTML and XML files should also have this\n# name. Each documentation set should have its own identifier.\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES.\n\nECLIPSE_DOC_ID         = org.doxygen.Project\n\n# If you want full control over the layout of the generated HTML pages it might\n# be necessary to disable the index and replace it with your own. The\n# DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top\n# of each HTML page. A value of NO enables the index and the value YES disables\n# it. Since the tabs in the index contain the same information as the navigation\n# tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nDISABLE_INDEX          = NO\n\n# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index\n# structure should be generated to display hierarchical information. If the tag\n# value is set to YES, a side panel will be generated containing a tree-like\n# index structure (just like the one that is generated for HTML Help). For this\n# to work a browser that supports JavaScript, DHTML, CSS and frames is required\n# (i.e. any modern browser). Windows users are probably better off using the\n# HTML help feature. Via custom style sheets (see HTML_EXTRA_STYLESHEET) one can\n# further fine-tune the look of the index. As an example, the default style\n# sheet generated by doxygen has an example that shows how to put an image at\n# the root of the tree instead of the PROJECT_NAME. Since the tree basically has\n# the same information as the tab index, you could consider setting\n# DISABLE_INDEX to YES when enabling this option.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_TREEVIEW      = NO\n\n# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that\n# doxygen will group on one line in the generated HTML documentation.\n#\n# Note that a value of 0 will completely suppress the enum values from appearing\n# in the overview section.\n# Minimum value: 0, maximum value: 20, default value: 4.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nENUM_VALUES_PER_LINE   = 4\n\n# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used\n# to set the initial width (in pixels) of the frame in which the tree is shown.\n# Minimum value: 0, maximum value: 1500, default value: 250.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nTREEVIEW_WIDTH         = 250\n\n# If the EXT_LINKS_IN_WINDOW option is set to YES, doxygen will open links to\n# external symbols imported via tag files in a separate window.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nEXT_LINKS_IN_WINDOW    = NO\n\n# Use this tag to change the font size of LaTeX formulas included as images in\n# the HTML documentation. When you change the font size after a successful\n# doxygen run you need to manually remove any form_*.png images from the HTML\n# output directory to force them to be regenerated.\n# Minimum value: 8, maximum value: 50, default value: 10.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nFORMULA_FONTSIZE       = 10\n\n# Use the FORMULA_TRANPARENT tag to determine whether or not the images\n# generated for formulas are transparent PNGs. Transparent PNGs are not\n# supported properly for IE 6.0, but are supported on all modern browsers.\n#\n# Note that when changing this option you need to delete any form_*.png files in\n# the HTML output directory before the changes have effect.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nFORMULA_TRANSPARENT    = YES\n\n# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see\n# http://www.mathjax.org) which uses client side Javascript for the rendering\n# instead of using pre-rendered bitmaps. Use this if you do not have LaTeX\n# installed or if you want to formulas look prettier in the HTML output. When\n# enabled you may also need to install MathJax separately and configure the path\n# to it using the MATHJAX_RELPATH option.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nUSE_MATHJAX            = NO\n\n# When MathJax is enabled you can set the default output format to be used for\n# the MathJax output. See the MathJax site (see:\n# http://docs.mathjax.org/en/latest/output.html) for more details.\n# Possible values are: HTML-CSS (which is slower, but has the best\n# compatibility), NativeMML (i.e. MathML) and SVG.\n# The default value is: HTML-CSS.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_FORMAT         = HTML-CSS\n\n# When MathJax is enabled you need to specify the location relative to the HTML\n# output directory using the MATHJAX_RELPATH option. The destination directory\n# should contain the MathJax.js script. For instance, if the mathjax directory\n# is located at the same level as the HTML output directory, then\n# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax\n# Content Delivery Network so you can quickly see the result without installing\n# MathJax. However, it is strongly recommended to install a local copy of\n# MathJax from http://www.mathjax.org before deployment.\n# The default value is: http://cdn.mathjax.org/mathjax/latest.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_RELPATH        = http://cdn.mathjax.org/mathjax/latest\n\n# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax\n# extension names that should be enabled during MathJax rendering. For example\n# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_EXTENSIONS     =\n\n# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces\n# of code that will be used on startup of the MathJax code. See the MathJax site\n# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an\n# example see the documentation.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_CODEFILE       =\n\n# When the SEARCHENGINE tag is enabled doxygen will generate a search box for\n# the HTML output. The underlying search engine uses javascript and DHTML and\n# should work on any modern browser. Note that when using HTML help\n# (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET)\n# there is already a search function so this one should typically be disabled.\n# For large projects the javascript based search engine can be slow, then\n# enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to\n# search using the keyboard; to jump to the search box use <access key> + S\n# (what the <access key> is depends on the OS and browser, but it is typically\n# <CTRL>, <ALT>/<option>, or both). Inside the search box use the <cursor down\n# key> to jump into the search results window, the results can be navigated\n# using the <cursor keys>. Press <Enter> to select an item or <escape> to cancel\n# the search. The filter options can be selected when the cursor is inside the\n# search box by pressing <Shift>+<cursor down>. Also here use the <cursor keys>\n# to select a filter and <Enter> or <escape> to activate or cancel the filter\n# option.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nSEARCHENGINE           = YES\n\n# When the SERVER_BASED_SEARCH tag is enabled the search engine will be\n# implemented using a web server instead of a web client using Javascript. There\n# are two flavors of web server based searching depending on the EXTERNAL_SEARCH\n# setting. When disabled, doxygen will generate a PHP script for searching and\n# an index file used by the script. When EXTERNAL_SEARCH is enabled the indexing\n# and searching needs to be provided by external tools. See the section\n# \"External Indexing and Searching\" for details.\n# The default value is: NO.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSERVER_BASED_SEARCH    = NO\n\n# When EXTERNAL_SEARCH tag is enabled doxygen will no longer generate the PHP\n# script for searching. Instead the search results are written to an XML file\n# which needs to be processed by an external indexer. Doxygen will invoke an\n# external search engine pointed to by the SEARCHENGINE_URL option to obtain the\n# search results.\n#\n# Doxygen ships with an example indexer (doxyindexer) and search engine\n# (doxysearch.cgi) which are based on the open source search engine library\n# Xapian (see: http://xapian.org/).\n#\n# See the section \"External Indexing and Searching\" for details.\n# The default value is: NO.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTERNAL_SEARCH        = NO\n\n# The SEARCHENGINE_URL should point to a search engine hosted by a web server\n# which will return the search results when EXTERNAL_SEARCH is enabled.\n#\n# Doxygen ships with an example indexer (doxyindexer) and search engine\n# (doxysearch.cgi) which are based on the open source search engine library\n# Xapian (see: http://xapian.org/). See the section \"External Indexing and\n# Searching\" for details.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSEARCHENGINE_URL       =\n\n# When SERVER_BASED_SEARCH and EXTERNAL_SEARCH are both enabled the unindexed\n# search data is written to a file for indexing by an external tool. With the\n# SEARCHDATA_FILE tag the name of this file can be specified.\n# The default file is: searchdata.xml.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSEARCHDATA_FILE        = searchdata.xml\n\n# When SERVER_BASED_SEARCH and EXTERNAL_SEARCH are both enabled the\n# EXTERNAL_SEARCH_ID tag can be used as an identifier for the project. This is\n# useful in combination with EXTRA_SEARCH_MAPPINGS to search through multiple\n# projects and redirect the results back to the right project.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTERNAL_SEARCH_ID     =\n\n# The EXTRA_SEARCH_MAPPINGS tag can be used to enable searching through doxygen\n# projects other than the one defined by this configuration file, but that are\n# all added to the same external search index. Each project needs to have a\n# unique id set via EXTERNAL_SEARCH_ID. The search mapping then maps the id of\n# to a relative location where the documentation can be found. The format is:\n# EXTRA_SEARCH_MAPPINGS = tagname1=loc1 tagname2=loc2 ...\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTRA_SEARCH_MAPPINGS  =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the LaTeX output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_LATEX tag is set to YES, doxygen will generate LaTeX output.\n# The default value is: YES.\n\nGENERATE_LATEX         = YES\n\n# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: latex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_OUTPUT           = latex\n\n# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be\n# invoked.\n#\n# Note that when enabling USE_PDFLATEX this option is only used for generating\n# bitmaps for formulas in the HTML output, but not in the Makefile that is\n# written to the output directory.\n# The default file is: latex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_CMD_NAME         = latex\n\n# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to generate\n# index for LaTeX.\n# The default file is: makeindex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nMAKEINDEX_CMD_NAME     = makeindex\n\n# If the COMPACT_LATEX tag is set to YES, doxygen generates more compact LaTeX\n# documents. This may be useful for small projects and may help to save some\n# trees in general.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nCOMPACT_LATEX          = NO\n\n# The PAPER_TYPE tag can be used to set the paper type that is used by the\n# printer.\n# Possible values are: a4 (210 x 297 mm), letter (8.5 x 11 inches), legal (8.5 x\n# 14 inches) and executive (7.25 x 10.5 inches).\n# The default value is: a4.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nPAPER_TYPE             = a4\n\n# The EXTRA_PACKAGES tag can be used to specify one or more LaTeX package names\n# that should be included in the LaTeX output. The package can be specified just\n# by its name or with the correct syntax as to be used with the LaTeX\n# \\usepackage command. To get the times font for instance you can specify :\n# EXTRA_PACKAGES=times or EXTRA_PACKAGES={times}\n# To use the option intlimits with the amsmath package you can specify:\n# EXTRA_PACKAGES=[intlimits]{amsmath}\n# If left blank no extra packages will be included.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nEXTRA_PACKAGES         =\n\n# The LATEX_HEADER tag can be used to specify a personal LaTeX header for the\n# generated LaTeX document. The header should contain everything until the first\n# chapter. If it is left blank doxygen will generate a standard header. See\n# section \"Doxygen usage\" for information on how to let doxygen write the\n# default header to a separate file.\n#\n# Note: Only use a user-defined header if you know what you are doing! The\n# following commands have a special meaning inside the header: $title,\n# $datetime, $date, $doxygenversion, $projectname, $projectnumber,\n# $projectbrief, $projectlogo. Doxygen will replace $title with the empty\n# string, for the replacement values of the other commands the user is referred\n# to HTML_HEADER.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_HEADER           =\n\n# The LATEX_FOOTER tag can be used to specify a personal LaTeX footer for the\n# generated LaTeX document. The footer should contain everything after the last\n# chapter. If it is left blank doxygen will generate a standard footer. See\n# LATEX_HEADER for more information on how to generate a default footer and what\n# special commands can be used inside the footer.\n#\n# Note: Only use a user-defined footer if you know what you are doing!\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_FOOTER           =\n\n# The LATEX_EXTRA_STYLESHEET tag can be used to specify additional user-defined\n# LaTeX style sheets that are included after the standard style sheets created\n# by doxygen. Using this option one can overrule certain style aspects. Doxygen\n# will copy the style sheet files to the output directory.\n# Note: The order of the extra style sheet files is of importance (e.g. the last\n# style sheet in the list overrules the setting of the previous ones in the\n# list).\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_EXTRA_STYLESHEET =\n\n# The LATEX_EXTRA_FILES tag can be used to specify one or more extra images or\n# other source files which should be copied to the LATEX_OUTPUT output\n# directory. Note that the files will be copied as-is; there are no commands or\n# markers available.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_EXTRA_FILES      =\n\n# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated is\n# prepared for conversion to PDF (using ps2pdf or pdflatex). The PDF file will\n# contain links (just like the HTML output) instead of page references. This\n# makes the output suitable for online browsing using a PDF viewer.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nPDF_HYPERLINKS         = YES\n\n# If the USE_PDFLATEX tag is set to YES, doxygen will use pdflatex to generate\n# the PDF file directly from the LaTeX files. Set this option to YES, to get a\n# higher quality PDF documentation.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nUSE_PDFLATEX           = YES\n\n# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode\n# command to the generated LaTeX files. This will instruct LaTeX to keep running\n# if errors occur, instead of asking the user for help. This option is also used\n# when generating formulas in HTML.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_BATCHMODE        = NO\n\n# If the LATEX_HIDE_INDICES tag is set to YES then doxygen will not include the\n# index chapters (such as File Index, Compound Index, etc.) in the output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_HIDE_INDICES     = NO\n\n# If the LATEX_SOURCE_CODE tag is set to YES then doxygen will include source\n# code with syntax highlighting in the LaTeX output.\n#\n# Note that which sources are shown also depends on other settings such as\n# SOURCE_BROWSER.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_SOURCE_CODE      = NO\n\n# The LATEX_BIB_STYLE tag can be used to specify the style to use for the\n# bibliography, e.g. plainnat, or ieeetr. See\n# http://en.wikipedia.org/wiki/BibTeX and \\cite for more info.\n# The default value is: plain.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_BIB_STYLE        = plain\n\n# If the LATEX_TIMESTAMP tag is set to YES then the footer of each generated\n# page will contain the date and time when the page was generated. Setting this\n# to NO can help when comparing the output of multiple runs.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_TIMESTAMP        = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the RTF output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_RTF tag is set to YES, doxygen will generate RTF output. The\n# RTF output is optimized for Word 97 and may not look too pretty with other RTF\n# readers/editors.\n# The default value is: NO.\n\nGENERATE_RTF           = NO\n\n# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: rtf.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_OUTPUT             = rtf\n\n# If the COMPACT_RTF tag is set to YES, doxygen generates more compact RTF\n# documents. This may be useful for small projects and may help to save some\n# trees in general.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nCOMPACT_RTF            = NO\n\n# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated will\n# contain hyperlink fields. The RTF file will contain links (just like the HTML\n# output) instead of page references. This makes the output suitable for online\n# browsing using Word or some other Word compatible readers that support those\n# fields.\n#\n# Note: WordPad (write) and others do not support links.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_HYPERLINKS         = NO\n\n# Load stylesheet definitions from file. Syntax is similar to doxygen's config\n# file, i.e. a series of assignments. You only have to provide replacements,\n# missing definitions are set to their default value.\n#\n# See also section \"Doxygen usage\" for information on how to generate the\n# default style sheet that doxygen normally uses.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_STYLESHEET_FILE    =\n\n# Set optional variables used in the generation of an RTF document. Syntax is\n# similar to doxygen's config file. A template extensions file can be generated\n# using doxygen -e rtf extensionFile.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_EXTENSIONS_FILE    =\n\n# If the RTF_SOURCE_CODE tag is set to YES then doxygen will include source code\n# with syntax highlighting in the RTF output.\n#\n# Note that which sources are shown also depends on other settings such as\n# SOURCE_BROWSER.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_SOURCE_CODE        = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the man page output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_MAN tag is set to YES, doxygen will generate man pages for\n# classes and files.\n# The default value is: NO.\n\nGENERATE_MAN           = NO\n\n# The MAN_OUTPUT tag is used to specify where the man pages will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it. A directory man3 will be created inside the directory specified by\n# MAN_OUTPUT.\n# The default directory is: man.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_OUTPUT             = man\n\n# The MAN_EXTENSION tag determines the extension that is added to the generated\n# man pages. In case the manual section does not start with a number, the number\n# 3 is prepended. The dot (.) at the beginning of the MAN_EXTENSION tag is\n# optional.\n# The default value is: .3.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_EXTENSION          = .3\n\n# The MAN_SUBDIR tag determines the name of the directory created within\n# MAN_OUTPUT in which the man pages are placed. If defaults to man followed by\n# MAN_EXTENSION with the initial . removed.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_SUBDIR             =\n\n# If the MAN_LINKS tag is set to YES and doxygen generates man output, then it\n# will generate one additional man file for each entity documented in the real\n# man page(s). These additional files only source the real man page, but without\n# them the man command would be unable to find the correct page.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_LINKS              = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the XML output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_XML tag is set to YES, doxygen will generate an XML file that\n# captures the structure of the code including all documentation.\n# The default value is: NO.\n\nGENERATE_XML           = NO\n\n# The XML_OUTPUT tag is used to specify where the XML pages will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: xml.\n# This tag requires that the tag GENERATE_XML is set to YES.\n\nXML_OUTPUT             = xml\n\n# If the XML_PROGRAMLISTING tag is set to YES, doxygen will dump the program\n# listings (including syntax highlighting and cross-referencing information) to\n# the XML output. Note that enabling this will significantly increase the size\n# of the XML output.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_XML is set to YES.\n\nXML_PROGRAMLISTING     = YES\n\n#---------------------------------------------------------------------------\n# Configuration options related to the DOCBOOK output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_DOCBOOK tag is set to YES, doxygen will generate Docbook files\n# that can be used to generate PDF.\n# The default value is: NO.\n\nGENERATE_DOCBOOK       = NO\n\n# The DOCBOOK_OUTPUT tag is used to specify where the Docbook pages will be put.\n# If a relative path is entered the value of OUTPUT_DIRECTORY will be put in\n# front of it.\n# The default directory is: docbook.\n# This tag requires that the tag GENERATE_DOCBOOK is set to YES.\n\nDOCBOOK_OUTPUT         = docbook\n\n# If the DOCBOOK_PROGRAMLISTING tag is set to YES, doxygen will include the\n# program listings (including syntax highlighting and cross-referencing\n# information) to the DOCBOOK output. Note that enabling this will significantly\n# increase the size of the DOCBOOK output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_DOCBOOK is set to YES.\n\nDOCBOOK_PROGRAMLISTING = NO\n\n#---------------------------------------------------------------------------\n# Configuration options for the AutoGen Definitions output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_AUTOGEN_DEF tag is set to YES, doxygen will generate an\n# AutoGen Definitions (see http://autogen.sf.net) file that captures the\n# structure of the code including all documentation. Note that this feature is\n# still experimental and incomplete at the moment.\n# The default value is: NO.\n\nGENERATE_AUTOGEN_DEF   = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the Perl module output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_PERLMOD tag is set to YES, doxygen will generate a Perl module\n# file that captures the structure of the code including all documentation.\n#\n# Note that this feature is still experimental and incomplete at the moment.\n# The default value is: NO.\n\nGENERATE_PERLMOD       = NO\n\n# If the PERLMOD_LATEX tag is set to YES, doxygen will generate the necessary\n# Makefile rules, Perl scripts and LaTeX code to be able to generate PDF and DVI\n# output from the Perl module output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_LATEX          = NO\n\n# If the PERLMOD_PRETTY tag is set to YES, the Perl module output will be nicely\n# formatted so it can be parsed by a human reader. This is useful if you want to\n# understand what is going on. On the other hand, if this tag is set to NO, the\n# size of the Perl module output will be much smaller and Perl will parse it\n# just the same.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_PRETTY         = YES\n\n# The names of the make variables in the generated doxyrules.make file are\n# prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. This is useful\n# so different doxyrules.make files included by the same Makefile don't\n# overwrite each other's variables.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_MAKEVAR_PREFIX =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the preprocessor\n#---------------------------------------------------------------------------\n\n# If the ENABLE_PREPROCESSING tag is set to YES, doxygen will evaluate all\n# C-preprocessor directives found in the sources and include files.\n# The default value is: YES.\n\nENABLE_PREPROCESSING   = YES\n\n# If the MACRO_EXPANSION tag is set to YES, doxygen will expand all macro names\n# in the source code. If set to NO, only conditional compilation will be\n# performed. Macro expansion can be done in a controlled way by setting\n# EXPAND_ONLY_PREDEF to YES.\n# The default value is: NO.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nMACRO_EXPANSION        = NO\n\n# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES then\n# the macro expansion is limited to the macros specified with the PREDEFINED and\n# EXPAND_AS_DEFINED tags.\n# The default value is: NO.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nEXPAND_ONLY_PREDEF     = NO\n\n# If the SEARCH_INCLUDES tag is set to YES, the include files in the\n# INCLUDE_PATH will be searched if a #include is found.\n# The default value is: YES.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nSEARCH_INCLUDES        = YES\n\n# The INCLUDE_PATH tag can be used to specify one or more directories that\n# contain include files that are not input files but should be processed by the\n# preprocessor.\n# This tag requires that the tag SEARCH_INCLUDES is set to YES.\n\nINCLUDE_PATH           =\n\n# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard\n# patterns (like *.h and *.hpp) to filter out the header-files in the\n# directories. If left blank, the patterns specified with FILE_PATTERNS will be\n# used.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nINCLUDE_FILE_PATTERNS  =\n\n# The PREDEFINED tag can be used to specify one or more macro names that are\n# defined before the preprocessor is started (similar to the -D option of e.g.\n# gcc). The argument of the tag is a list of macros of the form: name or\n# name=definition (no spaces). If the definition and the \"=\" are omitted, \"=1\"\n# is assumed. To prevent a macro definition from being undefined via #undef or\n# recursively expanded use the := operator instead of the = operator.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nPREDEFINED             =\n\n# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then this\n# tag can be used to specify a list of macro names that should be expanded. The\n# macro definition that is found in the sources will be used. Use the PREDEFINED\n# tag if you want to use a different macro definition that overrules the\n# definition found in the source code.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nEXPAND_AS_DEFINED      =\n\n# If the SKIP_FUNCTION_MACROS tag is set to YES then doxygen's preprocessor will\n# remove all references to function-like macros that are alone on a line, have\n# an all uppercase name, and do not end with a semicolon. Such function macros\n# are typically used for boiler-plate code, and will confuse the parser if not\n# removed.\n# The default value is: YES.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nSKIP_FUNCTION_MACROS   = YES\n\n#---------------------------------------------------------------------------\n# Configuration options related to external references\n#---------------------------------------------------------------------------\n\n# The TAGFILES tag can be used to specify one or more tag files. For each tag\n# file the location of the external documentation should be added. The format of\n# a tag file without this location is as follows:\n# TAGFILES = file1 file2 ...\n# Adding location for the tag files is done as follows:\n# TAGFILES = file1=loc1 \"file2 = loc2\" ...\n# where loc1 and loc2 can be relative or absolute paths or URLs. See the\n# section \"Linking to external documentation\" for more information about the use\n# of tag files.\n# Note: Each tag file must have a unique name (where the name does NOT include\n# the path). If a tag file is not located in the directory in which doxygen is\n# run, you must also specify the path to the tagfile here.\n\nTAGFILES               =\n\n# When a file name is specified after GENERATE_TAGFILE, doxygen will create a\n# tag file that is based on the input files it reads. See section \"Linking to\n# external documentation\" for more information about the usage of tag files.\n\nGENERATE_TAGFILE       =\n\n# If the ALLEXTERNALS tag is set to YES, all external class will be listed in\n# the class index. If set to NO, only the inherited external classes will be\n# listed.\n# The default value is: NO.\n\nALLEXTERNALS           = NO\n\n# If the EXTERNAL_GROUPS tag is set to YES, all external groups will be listed\n# in the modules index. If set to NO, only the current project's groups will be\n# listed.\n# The default value is: YES.\n\nEXTERNAL_GROUPS        = YES\n\n# If the EXTERNAL_PAGES tag is set to YES, all external pages will be listed in\n# the related pages index. If set to NO, only the current project's pages will\n# be listed.\n# The default value is: YES.\n\nEXTERNAL_PAGES         = YES\n\n# The PERL_PATH should be the absolute path and name of the perl script\n# interpreter (i.e. the result of 'which perl').\n# The default file (with absolute path) is: /usr/bin/perl.\n\nPERL_PATH              = /usr/bin/perl\n\n#---------------------------------------------------------------------------\n# Configuration options related to the dot tool\n#---------------------------------------------------------------------------\n\n# If the CLASS_DIAGRAMS tag is set to YES, doxygen will generate a class diagram\n# (in HTML and LaTeX) for classes with base or super classes. Setting the tag to\n# NO turns the diagrams off. Note that this option also works with HAVE_DOT\n# disabled, but it is recommended to install and use dot, since it yields more\n# powerful graphs.\n# The default value is: YES.\n\nCLASS_DIAGRAMS         = YES\n\n# You can define message sequence charts within doxygen comments using the \\msc\n# command. Doxygen will then run the mscgen tool (see:\n# http://www.mcternan.me.uk/mscgen/)) to produce the chart and insert it in the\n# documentation. The MSCGEN_PATH tag allows you to specify the directory where\n# the mscgen tool resides. If left empty the tool is assumed to be found in the\n# default search path.\n\nMSCGEN_PATH            =\n\n# You can include diagrams made with dia in doxygen documentation. Doxygen will\n# then run dia to produce the diagram and insert it in the documentation. The\n# DIA_PATH tag allows you to specify the directory where the dia binary resides.\n# If left empty dia is assumed to be found in the default search path.\n\nDIA_PATH               =\n\n# If set to YES the inheritance and collaboration graphs will hide inheritance\n# and usage relations if the target is undocumented or is not a class.\n# The default value is: YES.\n\nHIDE_UNDOC_RELATIONS   = YES\n\n# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is\n# available from the path. This tool is part of Graphviz (see:\n# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent\n# Bell Labs. The other options in this section have no effect if this option is\n# set to NO\n# The default value is: NO.\n\nHAVE_DOT               = NO\n\n# The DOT_NUM_THREADS specifies the number of dot invocations doxygen is allowed\n# to run in parallel. When set to 0 doxygen will base this on the number of\n# processors available in the system. You can set it explicitly to a value\n# larger than 0 to get control over the balance between CPU load and processing\n# speed.\n# Minimum value: 0, maximum value: 32, default value: 0.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_NUM_THREADS        = 0\n\n# When you want a differently looking font in the dot files that doxygen\n# generates you can specify the font name using DOT_FONTNAME. You need to make\n# sure dot is able to find the font, which can be done by putting it in a\n# standard location or by setting the DOTFONTPATH environment variable or by\n# setting DOT_FONTPATH to the directory containing the font.\n# The default value is: Helvetica.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTNAME           = Helvetica\n\n# The DOT_FONTSIZE tag can be used to set the size (in points) of the font of\n# dot graphs.\n# Minimum value: 4, maximum value: 24, default value: 10.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTSIZE           = 10\n\n# By default doxygen will tell dot to use the default font as specified with\n# DOT_FONTNAME. If you specify a different font using DOT_FONTNAME you can set\n# the path where dot can find it using this tag.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTPATH           =\n\n# If the CLASS_GRAPH tag is set to YES then doxygen will generate a graph for\n# each documented class showing the direct and indirect inheritance relations.\n# Setting this tag to YES will force the CLASS_DIAGRAMS tag to NO.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCLASS_GRAPH            = YES\n\n# If the COLLABORATION_GRAPH tag is set to YES then doxygen will generate a\n# graph for each documented class showing the direct and indirect implementation\n# dependencies (inheritance, containment, and class references variables) of the\n# class with other documented classes.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCOLLABORATION_GRAPH    = YES\n\n# If the GROUP_GRAPHS tag is set to YES then doxygen will generate a graph for\n# groups, showing the direct groups dependencies.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nGROUP_GRAPHS           = YES\n\n# If the UML_LOOK tag is set to YES, doxygen will generate inheritance and\n# collaboration diagrams in a style similar to the OMG's Unified Modeling\n# Language.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nUML_LOOK               = NO\n\n# If the UML_LOOK tag is enabled, the fields and methods are shown inside the\n# class node. If there are many fields or methods and many nodes the graph may\n# become too big to be useful. The UML_LIMIT_NUM_FIELDS threshold limits the\n# number of items for each type to make the size more manageable. Set this to 0\n# for no limit. Note that the threshold may be exceeded by 50% before the limit\n# is enforced. So when you set the threshold to 10, up to 15 fields may appear,\n# but if the number exceeds 15, the total amount of fields shown is limited to\n# 10.\n# Minimum value: 0, maximum value: 100, default value: 10.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nUML_LIMIT_NUM_FIELDS   = 10\n\n# If the TEMPLATE_RELATIONS tag is set to YES then the inheritance and\n# collaboration graphs will show the relations between templates and their\n# instances.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nTEMPLATE_RELATIONS     = NO\n\n# If the INCLUDE_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are set to\n# YES then doxygen will generate a graph for each documented file showing the\n# direct and indirect include dependencies of the file with other documented\n# files.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nINCLUDE_GRAPH          = YES\n\n# If the INCLUDED_BY_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are\n# set to YES then doxygen will generate a graph for each documented file showing\n# the direct and indirect include dependencies of the file with other documented\n# files.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nINCLUDED_BY_GRAPH      = YES\n\n# If the CALL_GRAPH tag is set to YES then doxygen will generate a call\n# dependency graph for every global function or class method.\n#\n# Note that enabling this option will significantly increase the time of a run.\n# So in most cases it will be better to enable call graphs for selected\n# functions only using the \\callgraph command. Disabling a call graph can be\n# accomplished by means of the command \\hidecallgraph.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCALL_GRAPH             = NO\n\n# If the CALLER_GRAPH tag is set to YES then doxygen will generate a caller\n# dependency graph for every global function or class method.\n#\n# Note that enabling this option will significantly increase the time of a run.\n# So in most cases it will be better to enable caller graphs for selected\n# functions only using the \\callergraph command. Disabling a caller graph can be\n# accomplished by means of the command \\hidecallergraph.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCALLER_GRAPH           = NO\n\n# If the GRAPHICAL_HIERARCHY tag is set to YES then doxygen will graphical\n# hierarchy of all classes instead of a textual one.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nGRAPHICAL_HIERARCHY    = YES\n\n# If the DIRECTORY_GRAPH tag is set to YES then doxygen will show the\n# dependencies a directory has on other directories in a graphical way. The\n# dependency relations are determined by the #include relations between the\n# files in the directories.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDIRECTORY_GRAPH        = YES\n\n# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images\n# generated by dot. For an explanation of the image formats see the section\n# output formats in the documentation of the dot tool (Graphviz (see:\n# http://www.graphviz.org/)).\n# Note: If you choose svg you need to set HTML_FILE_EXTENSION to xhtml in order\n# to make the SVG files visible in IE 9+ (other browsers do not have this\n# requirement).\n# Possible values are: png, jpg, gif, svg, png:gd, png:gd:gd, png:cairo,\n# png:cairo:gd, png:cairo:cairo, png:cairo:gdiplus, png:gdiplus and\n# png:gdiplus:gdiplus.\n# The default value is: png.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_IMAGE_FORMAT       = png\n\n# If DOT_IMAGE_FORMAT is set to svg, then this option can be set to YES to\n# enable generation of interactive SVG images that allow zooming and panning.\n#\n# Note that this requires a modern browser other than Internet Explorer. Tested\n# and working are Firefox, Chrome, Safari, and Opera.\n# Note: For IE 9+ you need to set HTML_FILE_EXTENSION to xhtml in order to make\n# the SVG files visible. Older versions of IE do not have SVG support.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nINTERACTIVE_SVG        = NO\n\n# The DOT_PATH tag can be used to specify the path where the dot tool can be\n# found. If left blank, it is assumed the dot tool can be found in the path.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_PATH               =\n\n# The DOTFILE_DIRS tag can be used to specify one or more directories that\n# contain dot files that are included in the documentation (see the \\dotfile\n# command).\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOTFILE_DIRS           =\n\n# The MSCFILE_DIRS tag can be used to specify one or more directories that\n# contain msc files that are included in the documentation (see the \\mscfile\n# command).\n\nMSCFILE_DIRS           =\n\n# The DIAFILE_DIRS tag can be used to specify one or more directories that\n# contain dia files that are included in the documentation (see the \\diafile\n# command).\n\nDIAFILE_DIRS           =\n\n# When using plantuml, the PLANTUML_JAR_PATH tag should be used to specify the\n# path where java can find the plantuml.jar file. If left blank, it is assumed\n# PlantUML is not used or called during a preprocessing step. Doxygen will\n# generate a warning when it encounters a \\startuml command in this case and\n# will not generate output for the diagram.\n\nPLANTUML_JAR_PATH      =\n\n# When using plantuml, the PLANTUML_CFG_FILE tag can be used to specify a\n# configuration file for plantuml.\n\nPLANTUML_CFG_FILE      =\n\n# When using plantuml, the specified paths are searched for files specified by\n# the !include statement in a plantuml block.\n\nPLANTUML_INCLUDE_PATH  =\n\n# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of nodes\n# that will be shown in the graph. If the number of nodes in a graph becomes\n# larger than this value, doxygen will truncate the graph, which is visualized\n# by representing a node as a red box. Note that doxygen if the number of direct\n# children of the root node in a graph is already larger than\n# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note that\n# the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.\n# Minimum value: 0, maximum value: 10000, default value: 50.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_GRAPH_MAX_NODES    = 50\n\n# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the graphs\n# generated by dot. A depth value of 3 means that only nodes reachable from the\n# root by following a path via at most 3 edges will be shown. Nodes that lay\n# further from the root node will be omitted. Note that setting this option to 1\n# or 2 may greatly reduce the computation time needed for large code bases. Also\n# note that the size of a graph can be further restricted by\n# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction.\n# Minimum value: 0, maximum value: 1000, default value: 0.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nMAX_DOT_GRAPH_DEPTH    = 0\n\n# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent\n# background. This is disabled by default, because dot on Windows does not seem\n# to support this out of the box.\n#\n# Warning: Depending on the platform used, enabling this option may lead to\n# badly anti-aliased labels on the edges of a graph (i.e. they become hard to\n# read).\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_TRANSPARENT        = NO\n\n# Set the DOT_MULTI_TARGETS tag to YES to allow dot to generate multiple output\n# files in one run (i.e. multiple -o and -T options on the command line). This\n# makes dot run faster, but since only newer versions of dot (>1.8.10) support\n# this, this feature is disabled by default.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_MULTI_TARGETS      = NO\n\n# If the GENERATE_LEGEND tag is set to YES doxygen will generate a legend page\n# explaining the meaning of the various boxes and arrows in the dot generated\n# graphs.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nGENERATE_LEGEND        = YES\n\n# If the DOT_CLEANUP tag is set to YES, doxygen will remove the intermediate dot\n# files that are used to generate the various graphs.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_CLEANUP            = YES\n"
  },
  {
    "path": "doxConfig.save",
    "content": "# Doxyfile 1.8.13\n\n# This file describes the settings to be used by the documentation system\n# doxygen (www.doxygen.org) for a project.\n#\n# All text after a double hash (##) is considered a comment and is placed in\n# front of the TAG it is preceding.\n#\n# All text after a single hash (#) is considered a comment and will be ignored.\n# The format is:\n# TAG = value [value, ...]\n# For lists, items can also be appended using:\n# TAG += value [value, ...]\n# Values that contain spaces should be placed between quotes (\\\" \\\").\n\n#---------------------------------------------------------------------------\n# Project related configuration options\n#---------------------------------------------------------------------------\n\n# This tag specifies the encoding used for all characters in the config file\n# that follow. The default is UTF-8 which is also the encoding used for all text\n# before the first occurrence of this tag. Doxygen uses libiconv (or the iconv\n# built into libc) for the transcoding. See http://www.gnu.org/software/libiconv\n# for the list of possible encodings.\n# The default value is: UTF-8.\n\nDOXYFILE_ENCODING      = UTF-8\n\n# The PROJECT_NAME tag is a single word (or a sequence of words surrounded by\n# double-quotes, unless you are using Doxywizard) that should identify the\n# project for which the documentation is generated. This name is used in the\n# title of most generated pages and in a few other places.\n# The default value is: My Project.\n\nPROJECT_NAME           = \"Modular Interface Specification\"\n\n# The PROJECT_NUMBER tag can be used to enter a project or revision number. This\n# could be handy for archiving the generated documentation or if some version\n# control system is used.\n\nPROJECT_NUMBER         = \"Revison 1.5\"\n\n# Using the PROJECT_BRIEF tag one can provide an optional one line description\n# for a project that appears at the top of each page and should give viewer a\n# quick idea about the purpose of the project. Keep the description short.\n\nPROJECT_BRIEF          = This Project's purpose is to re-design an open-source version of The Legend of Zelda\"\n\n# With the PROJECT_LOGO tag one can specify a logo or an icon that is included\n# in the documentation. The maximum height of the logo should not exceed 55\n# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy\n# the logo to the output directory.\n\nPROJECT_LOGO           =\n\n# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path\n# into which the generated documentation will be written. If a relative path is\n# entered, it will be relative to the location where doxygen was started. If\n# left blank the current directory will be used.\n\nOUTPUT_DIRECTORY       = ./Doc/Design/MIS\n\n# If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub-\n# directories (in 2 levels) under the output directory of each output format and\n# will distribute the generated files over these directories. Enabling this\n# option can be useful when feeding doxygen a huge amount of source files, where\n# putting all generated files in the same directory would otherwise causes\n# performance problems for the file system.\n# The default value is: NO.\n\nCREATE_SUBDIRS         = NO\n\n# If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII\n# characters to appear in the names of generated files. If set to NO, non-ASCII\n# characters will be escaped, for example _xE3_x81_x84 will be used for Unicode\n# U+3044.\n# The default value is: NO.\n\nALLOW_UNICODE_NAMES    = NO\n\n# The OUTPUT_LANGUAGE tag is used to specify the language in which all\n# documentation generated by doxygen is written. Doxygen will use this\n# information to generate all constant output in the proper language.\n# Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Catalan, Chinese,\n# Chinese-Traditional, Croatian, Czech, Danish, Dutch, English (United States),\n# Esperanto, Farsi (Persian), Finnish, French, German, Greek, Hungarian,\n# Indonesian, Italian, Japanese, Japanese-en (Japanese with English messages),\n# Korean, Korean-en (Korean with English messages), Latvian, Lithuanian,\n# Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese, Romanian, Russian,\n# Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish, Swedish, Turkish,\n# Ukrainian and Vietnamese.\n# The default value is: English.\n\nOUTPUT_LANGUAGE        = English\n\n# If the BRIEF_MEMBER_DESC tag is set to YES, doxygen will include brief member\n# descriptions after the members that are listed in the file and class\n# documentation (similar to Javadoc). Set to NO to disable this.\n# The default value is: YES.\n\nBRIEF_MEMBER_DESC      = YES\n\n# If the REPEAT_BRIEF tag is set to YES, doxygen will prepend the brief\n# description of a member or function before the detailed description\n#\n# Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the\n# brief descriptions will be completely suppressed.\n# The default value is: YES.\n\nREPEAT_BRIEF           = YES\n\n# This tag implements a quasi-intelligent brief description abbreviator that is\n# used to form the text in various listings. Each string in this list, if found\n# as the leading text of the brief description, will be stripped from the text\n# and the result, after processing the whole list, is used as the annotated\n# text. Otherwise, the brief description is used as-is. If left blank, the\n# following values are used ($name is automatically replaced with the name of\n# the entity):The $name class, The $name widget, The $name file, is, provides,\n# specifies, contains, represents, a, an and the.\n\nABBREVIATE_BRIEF       = \"The $name class\" \\\n                         \"The $name widget\" \\\n                         \"The $name file\" \\\n                         is \\\n                         provides \\\n                         specifies \\\n                         contains \\\n                         represents \\\n                         a \\\n                         an \\\n                         the\n\n# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then\n# doxygen will generate a detailed section even if there is only a brief\n# description.\n# The default value is: NO.\n\nALWAYS_DETAILED_SEC    = NO\n\n# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all\n# inherited members of a class in the documentation of that class as if those\n# members were ordinary class members. Constructors, destructors and assignment\n# operators of the base classes will not be shown.\n# The default value is: NO.\n\nINLINE_INHERITED_MEMB  = NO\n\n# If the FULL_PATH_NAMES tag is set to YES, doxygen will prepend the full path\n# before files name in the file list and in the header files. If set to NO the\n# shortest path that makes the file name unique will be used\n# The default value is: YES.\n\nFULL_PATH_NAMES        = YES\n\n# The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path.\n# Stripping is only done if one of the specified strings matches the left-hand\n# part of the path. The tag can be used to show relative paths in the file list.\n# If left blank the directory from which doxygen is run is used as the path to\n# strip.\n#\n# Note that you can specify absolute paths here, but also relative paths, which\n# will be relative from the directory where doxygen is started.\n# This tag requires that the tag FULL_PATH_NAMES is set to YES.\n\nSTRIP_FROM_PATH        =\n\n# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the\n# path mentioned in the documentation of a class, which tells the reader which\n# header file to include in order to use a class. If left blank only the name of\n# the header file containing the class definition is used. Otherwise one should\n# specify the list of include paths that are normally passed to the compiler\n# using the -I flag.\n\nSTRIP_FROM_INC_PATH    =\n\n# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but\n# less readable) file names. This can be useful is your file systems doesn't\n# support long names like on DOS, Mac, or CD-ROM.\n# The default value is: NO.\n\nSHORT_NAMES            = NO\n\n# If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the\n# first line (until the first dot) of a Javadoc-style comment as the brief\n# description. If set to NO, the Javadoc-style will behave just like regular Qt-\n# style comments (thus requiring an explicit @brief command for a brief\n# description.)\n# The default value is: NO.\n\nJAVADOC_AUTOBRIEF      = NO\n\n# If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first\n# line (until the first dot) of a Qt-style comment as the brief description. If\n# set to NO, the Qt-style will behave just like regular Qt-style comments (thus\n# requiring an explicit \\brief command for a brief description.)\n# The default value is: NO.\n\nQT_AUTOBRIEF           = NO\n\n# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a\n# multi-line C++ special comment block (i.e. a block of //! or /// comments) as\n# a brief description. This used to be the default behavior. The new default is\n# to treat a multi-line C++ comment block as a detailed description. Set this\n# tag to YES if you prefer the old behavior instead.\n#\n# Note that setting this tag to YES also means that rational rose comments are\n# not recognized any more.\n# The default value is: NO.\n\nMULTILINE_CPP_IS_BRIEF = NO\n\n# If the INHERIT_DOCS tag is set to YES then an undocumented member inherits the\n# documentation from any documented member that it re-implements.\n# The default value is: YES.\n\nINHERIT_DOCS           = YES\n\n# If the SEPARATE_MEMBER_PAGES tag is set to YES then doxygen will produce a new\n# page for each member. If set to NO, the documentation of a member will be part\n# of the file/class/namespace that contains it.\n# The default value is: NO.\n\nSEPARATE_MEMBER_PAGES  = NO\n\n# The TAB_SIZE tag can be used to set the number of spaces in a tab. Doxygen\n# uses this value to replace tabs by spaces in code fragments.\n# Minimum value: 1, maximum value: 16, default value: 4.\n\nTAB_SIZE               = 4\n\n# This tag can be used to specify a number of aliases that act as commands in\n# the documentation. An alias has the form:\n# name=value\n# For example adding\n# \"sideeffect=@par Side Effects:\\n\"\n# will allow you to put the command \\sideeffect (or @sideeffect) in the\n# documentation, which will result in a user-defined paragraph with heading\n# \"Side Effects:\". You can put \\n's in the value part of an alias to insert\n# newlines.\n\nALIASES                =\n\n# This tag can be used to specify a number of word-keyword mappings (TCL only).\n# A mapping has the form \"name=value\". For example adding \"class=itcl::class\"\n# will allow you to use the command class in the itcl::class meaning.\n\nTCL_SUBST              =\n\n# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources\n# only. Doxygen will then generate output that is more tailored for C. For\n# instance, some of the names that are used will be different. The list of all\n# members will be omitted, etc.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_FOR_C  = NO\n\n# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java or\n# Python sources only. Doxygen will then generate output that is more tailored\n# for that language. For instance, namespaces will be presented as packages,\n# qualified scopes will look different, etc.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_JAVA   = NO\n\n# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran\n# sources. Doxygen will then generate output that is tailored for Fortran.\n# The default value is: NO.\n\nOPTIMIZE_FOR_FORTRAN   = NO\n\n# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL\n# sources. Doxygen will then generate output that is tailored for VHDL.\n# The default value is: NO.\n\nOPTIMIZE_OUTPUT_VHDL   = NO\n\n# Doxygen selects the parser to use depending on the extension of the files it\n# parses. With this tag you can assign which parser to use for a given\n# extension. Doxygen has a built-in mapping, but you can override or extend it\n# using this tag. The format is ext=language, where ext is a file extension, and\n# language is one of the parsers supported by doxygen: IDL, Java, Javascript,\n# C#, C, C++, D, PHP, Objective-C, Python, Fortran (fixed format Fortran:\n# FortranFixed, free formatted Fortran: FortranFree, unknown formatted Fortran:\n# Fortran. In the later case the parser tries to guess whether the code is fixed\n# or free formatted code, this is the default for Fortran type files), VHDL. For\n# instance to make doxygen treat .inc files as Fortran files (default is PHP),\n# and .f files as C (default is Fortran), use: inc=Fortran f=C.\n#\n# Note: For files without extension you can use no_extension as a placeholder.\n#\n# Note that for custom extensions you also need to set FILE_PATTERNS otherwise\n# the files are not read by doxygen.\n\nEXTENSION_MAPPING      =\n\n# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments\n# according to the Markdown format, which allows for more readable\n# documentation. See http://daringfireball.net/projects/markdown/ for details.\n# The output of markdown processing is further processed by doxygen, so you can\n# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in\n# case of backward compatibilities issues.\n# The default value is: YES.\n\nMARKDOWN_SUPPORT       = YES\n\n# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up\n# to that level are automatically included in the table of contents, even if\n# they do not have an id attribute.\n# Note: This feature currently applies only to Markdown headings.\n# Minimum value: 0, maximum value: 99, default value: 0.\n# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.\n\nTOC_INCLUDE_HEADINGS   = 0\n\n# When enabled doxygen tries to link words that correspond to documented\n# classes, or namespaces to their corresponding documentation. Such a link can\n# be prevented in individual cases by putting a % sign in front of the word or\n# globally by setting AUTOLINK_SUPPORT to NO.\n# The default value is: YES.\n\nAUTOLINK_SUPPORT       = YES\n\n# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want\n# to include (a tag file for) the STL sources as input, then you should set this\n# tag to YES in order to let doxygen match functions declarations and\n# definitions whose arguments contain STL classes (e.g. func(std::string);\n# versus func(std::string) {}). This also make the inheritance and collaboration\n# diagrams that involve STL classes more complete and accurate.\n# The default value is: NO.\n\nBUILTIN_STL_SUPPORT    = NO\n\n# If you use Microsoft's C++/CLI language, you should set this option to YES to\n# enable parsing support.\n# The default value is: NO.\n\nCPP_CLI_SUPPORT        = NO\n\n# Set the SIP_SUPPORT tag to YES if your project consists of sip (see:\n# http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen\n# will parse them like normal C++ but will assume all classes use public instead\n# of private inheritance when no explicit protection keyword is present.\n# The default value is: NO.\n\nSIP_SUPPORT            = NO\n\n# For Microsoft's IDL there are propget and propput attributes to indicate\n# getter and setter methods for a property. Setting this option to YES will make\n# doxygen to replace the get and set methods by a property in the documentation.\n# This will only work if the methods are indeed getting or setting a simple\n# type. If this is not the case, or you want to show the methods anyway, you\n# should set this option to NO.\n# The default value is: YES.\n\nIDL_PROPERTY_SUPPORT   = YES\n\n# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC\n# tag is set to YES then doxygen will reuse the documentation of the first\n# member in the group (if any) for the other members of the group. By default\n# all members of a group must be documented explicitly.\n# The default value is: NO.\n\nDISTRIBUTE_GROUP_DOC   = NO\n\n# If one adds a struct or class to a group and this option is enabled, then also\n# any nested class or struct is added to the same group. By default this option\n# is disabled and one has to add nested compounds explicitly via \\ingroup.\n# The default value is: NO.\n\nGROUP_NESTED_COMPOUNDS = NO\n\n# Set the SUBGROUPING tag to YES to allow class member groups of the same type\n# (for instance a group of public functions) to be put as a subgroup of that\n# type (e.g. under the Public Functions section). Set it to NO to prevent\n# subgrouping. Alternatively, this can be done per class using the\n# \\nosubgrouping command.\n# The default value is: YES.\n\nSUBGROUPING            = YES\n\n# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions\n# are shown inside the group in which they are included (e.g. using \\ingroup)\n# instead of on a separate page (for HTML and Man pages) or section (for LaTeX\n# and RTF).\n#\n# Note that this feature does not work in combination with\n# SEPARATE_MEMBER_PAGES.\n# The default value is: NO.\n\nINLINE_GROUPED_CLASSES = NO\n\n# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions\n# with only public data fields or simple typedef fields will be shown inline in\n# the documentation of the scope in which they are defined (i.e. file,\n# namespace, or group documentation), provided this scope is documented. If set\n# to NO, structs, classes, and unions are shown on a separate page (for HTML and\n# Man pages) or section (for LaTeX and RTF).\n# The default value is: NO.\n\nINLINE_SIMPLE_STRUCTS  = NO\n\n# When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or\n# enum is documented as struct, union, or enum with the name of the typedef. So\n# typedef struct TypeS {} TypeT, will appear in the documentation as a struct\n# with name TypeT. When disabled the typedef will appear as a member of a file,\n# namespace, or class. And the struct will be named TypeS. This can typically be\n# useful for C code in case the coding convention dictates that all compound\n# types are typedef'ed and only the typedef is referenced, never the tag name.\n# The default value is: NO.\n\nTYPEDEF_HIDES_STRUCT   = NO\n\n# The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This\n# cache is used to resolve symbols given their name and scope. Since this can be\n# an expensive process and often the same symbol appears multiple times in the\n# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small\n# doxygen will become slower. If the cache is too large, memory is wasted. The\n# cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range\n# is 0..9, the default is 0, corresponding to a cache size of 2^16=65536\n# symbols. At the end of a run doxygen will report the cache usage and suggest\n# the optimal cache size from a speed point of view.\n# Minimum value: 0, maximum value: 9, default value: 0.\n\nLOOKUP_CACHE_SIZE      = 0\n\n#---------------------------------------------------------------------------\n# Build related configuration options\n#---------------------------------------------------------------------------\n\n# If the EXTRACT_ALL tag is set to YES, doxygen will assume all entities in\n# documentation are documented, even if no documentation was available. Private\n# class members and static file members will be hidden unless the\n# EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES.\n# Note: This will also disable the warnings about undocumented members that are\n# normally produced when WARNINGS is set to YES.\n# The default value is: NO.\n\nEXTRACT_ALL            = NO\n\n# If the EXTRACT_PRIVATE tag is set to YES, all private members of a class will\n# be included in the documentation.\n# The default value is: NO.\n\nEXTRACT_PRIVATE        = NO\n\n# If the EXTRACT_PACKAGE tag is set to YES, all members with package or internal\n# scope will be included in the documentation.\n# The default value is: NO.\n\nEXTRACT_PACKAGE        = NO\n\n# If the EXTRACT_STATIC tag is set to YES, all static members of a file will be\n# included in the documentation.\n# The default value is: NO.\n\nEXTRACT_STATIC         = NO\n\n# If the EXTRACT_LOCAL_CLASSES tag is set to YES, classes (and structs) defined\n# locally in source files will be included in the documentation. If set to NO,\n# only classes defined in header files are included. Does not have any effect\n# for Java sources.\n# The default value is: YES.\n\nEXTRACT_LOCAL_CLASSES  = YES\n\n# This flag is only useful for Objective-C code. If set to YES, local methods,\n# which are defined in the implementation section but not in the interface are\n# included in the documentation. If set to NO, only methods in the interface are\n# included.\n# The default value is: NO.\n\nEXTRACT_LOCAL_METHODS  = NO\n\n# If this flag is set to YES, the members of anonymous namespaces will be\n# extracted and appear in the documentation as a namespace called\n# 'anonymous_namespace{file}', where file will be replaced with the base name of\n# the file that contains the anonymous namespace. By default anonymous namespace\n# are hidden.\n# The default value is: NO.\n\nEXTRACT_ANON_NSPACES   = NO\n\n# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all\n# undocumented members inside documented classes or files. If set to NO these\n# members will be included in the various overviews, but no documentation\n# section is generated. This option has no effect if EXTRACT_ALL is enabled.\n# The default value is: NO.\n\nHIDE_UNDOC_MEMBERS     = NO\n\n# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all\n# undocumented classes that are normally visible in the class hierarchy. If set\n# to NO, these classes will be included in the various overviews. This option\n# has no effect if EXTRACT_ALL is enabled.\n# The default value is: NO.\n\nHIDE_UNDOC_CLASSES     = NO\n\n# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend\n# (class|struct|union) declarations. If set to NO, these declarations will be\n# included in the documentation.\n# The default value is: NO.\n\nHIDE_FRIEND_COMPOUNDS  = NO\n\n# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any\n# documentation blocks found inside the body of a function. If set to NO, these\n# blocks will be appended to the function's detailed documentation block.\n# The default value is: NO.\n\nHIDE_IN_BODY_DOCS      = NO\n\n# The INTERNAL_DOCS tag determines if documentation that is typed after a\n# \\internal command is included. If the tag is set to NO then the documentation\n# will be excluded. Set it to YES to include the internal documentation.\n# The default value is: NO.\n\nINTERNAL_DOCS          = NO\n\n# If the CASE_SENSE_NAMES tag is set to NO then doxygen will only generate file\n# names in lower-case letters. If set to YES, upper-case letters are also\n# allowed. This is useful if you have classes or files whose names only differ\n# in case and if your file system supports case sensitive file names. Windows\n# and Mac users are advised to set this option to NO.\n# The default value is: system dependent.\n\nCASE_SENSE_NAMES       = NO\n\n# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with\n# their full class and namespace scopes in the documentation. If set to YES, the\n# scope will be hidden.\n# The default value is: NO.\n\nHIDE_SCOPE_NAMES       = NO\n\n# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then doxygen will\n# append additional text to a page's title, such as Class Reference. If set to\n# YES the compound reference will be hidden.\n# The default value is: NO.\n\nHIDE_COMPOUND_REFERENCE= NO\n\n# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of\n# the files that are included by a file in the documentation of that file.\n# The default value is: YES.\n\nSHOW_INCLUDE_FILES     = YES\n\n# If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each\n# grouped member an include statement to the documentation, telling the reader\n# which file to include in order to use the member.\n# The default value is: NO.\n\nSHOW_GROUPED_MEMB_INC  = NO\n\n# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include\n# files with double quotes in the documentation rather than with sharp brackets.\n# The default value is: NO.\n\nFORCE_LOCAL_INCLUDES   = NO\n\n# If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the\n# documentation for inline members.\n# The default value is: YES.\n\nINLINE_INFO            = YES\n\n# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the\n# (detailed) documentation of file and class members alphabetically by member\n# name. If set to NO, the members will appear in declaration order.\n# The default value is: YES.\n\nSORT_MEMBER_DOCS       = YES\n\n# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief\n# descriptions of file, namespace and class members alphabetically by member\n# name. If set to NO, the members will appear in declaration order. Note that\n# this will also influence the order of the classes in the class list.\n# The default value is: NO.\n\nSORT_BRIEF_DOCS        = NO\n\n# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the\n# (brief and detailed) documentation of class members so that constructors and\n# destructors are listed first. If set to NO the constructors will appear in the\n# respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS.\n# Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief\n# member documentation.\n# Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting\n# detailed member documentation.\n# The default value is: NO.\n\nSORT_MEMBERS_CTORS_1ST = NO\n\n# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy\n# of group names into alphabetical order. If set to NO the group names will\n# appear in their defined order.\n# The default value is: NO.\n\nSORT_GROUP_NAMES       = NO\n\n# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by\n# fully-qualified names, including namespaces. If set to NO, the class list will\n# be sorted only by class name, not including the namespace part.\n# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES.\n# Note: This option applies only to the class list, not to the alphabetical\n# list.\n# The default value is: NO.\n\nSORT_BY_SCOPE_NAME     = NO\n\n# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper\n# type resolution of all parameters of a function it will reject a match between\n# the prototype and the implementation of a member function even if there is\n# only one candidate or it is obvious which candidate to choose by doing a\n# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still\n# accept a match between prototype and implementation in such cases.\n# The default value is: NO.\n\nSTRICT_PROTO_MATCHING  = NO\n\n# The GENERATE_TODOLIST tag can be used to enable (YES) or disable (NO) the todo\n# list. This list is created by putting \\todo commands in the documentation.\n# The default value is: YES.\n\nGENERATE_TODOLIST      = YES\n\n# The GENERATE_TESTLIST tag can be used to enable (YES) or disable (NO) the test\n# list. This list is created by putting \\test commands in the documentation.\n# The default value is: YES.\n\nGENERATE_TESTLIST      = YES\n\n# The GENERATE_BUGLIST tag can be used to enable (YES) or disable (NO) the bug\n# list. This list is created by putting \\bug commands in the documentation.\n# The default value is: YES.\n\nGENERATE_BUGLIST       = YES\n\n# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or disable (NO)\n# the deprecated list. This list is created by putting \\deprecated commands in\n# the documentation.\n# The default value is: YES.\n\nGENERATE_DEPRECATEDLIST= YES\n\n# The ENABLED_SECTIONS tag can be used to enable conditional documentation\n# sections, marked by \\if <section_label> ... \\endif and \\cond <section_label>\n# ... \\endcond blocks.\n\nENABLED_SECTIONS       =\n\n# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the\n# initial value of a variable or macro / define can have for it to appear in the\n# documentation. If the initializer consists of more lines than specified here\n# it will be hidden. Use a value of 0 to hide initializers completely. The\n# appearance of the value of individual variables and macros / defines can be\n# controlled using \\showinitializer or \\hideinitializer command in the\n# documentation regardless of this setting.\n# Minimum value: 0, maximum value: 10000, default value: 30.\n\nMAX_INITIALIZER_LINES  = 30\n\n# Set the SHOW_USED_FILES tag to NO to disable the list of files generated at\n# the bottom of the documentation of classes and structs. If set to YES, the\n# list will mention the files that were used to generate the documentation.\n# The default value is: YES.\n\nSHOW_USED_FILES        = YES\n\n# Set the SHOW_FILES tag to NO to disable the generation of the Files page. This\n# will remove the Files entry from the Quick Index and from the Folder Tree View\n# (if specified).\n# The default value is: YES.\n\nSHOW_FILES             = YES\n\n# Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces\n# page. This will remove the Namespaces entry from the Quick Index and from the\n# Folder Tree View (if specified).\n# The default value is: YES.\n\nSHOW_NAMESPACES        = YES\n\n# The FILE_VERSION_FILTER tag can be used to specify a program or script that\n# doxygen should invoke to get the current version for each file (typically from\n# the version control system). Doxygen will invoke the program by executing (via\n# popen()) the command command input-file, where command is the value of the\n# FILE_VERSION_FILTER tag, and input-file is the name of an input file provided\n# by doxygen. Whatever the program writes to standard output is used as the file\n# version. For an example see the documentation.\n\nFILE_VERSION_FILTER    =\n\n# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed\n# by doxygen. The layout file controls the global structure of the generated\n# output files in an output format independent way. To create the layout file\n# that represents doxygen's defaults, run doxygen with the -l option. You can\n# optionally specify a file name after the option, if omitted DoxygenLayout.xml\n# will be used as the name of the layout file.\n#\n# Note that if you run doxygen from a directory containing a file called\n# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE\n# tag is left empty.\n\nLAYOUT_FILE            =\n\n# The CITE_BIB_FILES tag can be used to specify one or more bib files containing\n# the reference definitions. This must be a list of .bib files. The .bib\n# extension is automatically appended if omitted. This requires the bibtex tool\n# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info.\n# For LaTeX the style of the bibliography can be controlled using\n# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the\n# search path. See also \\cite for info how to create references.\n\nCITE_BIB_FILES         =\n\n#---------------------------------------------------------------------------\n# Configuration options related to warning and progress messages\n#---------------------------------------------------------------------------\n\n# The QUIET tag can be used to turn on/off the messages that are generated to\n# standard output by doxygen. If QUIET is set to YES this implies that the\n# messages are off.\n# The default value is: NO.\n\nQUIET                  = NO\n\n# The WARNINGS tag can be used to turn on/off the warning messages that are\n# generated to standard error (stderr) by doxygen. If WARNINGS is set to YES\n# this implies that the warnings are on.\n#\n# Tip: Turn warnings on while writing the documentation.\n# The default value is: YES.\n\nWARNINGS               = YES\n\n# If the WARN_IF_UNDOCUMENTED tag is set to YES then doxygen will generate\n# warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag\n# will automatically be disabled.\n# The default value is: YES.\n\nWARN_IF_UNDOCUMENTED   = YES\n\n# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for\n# potential errors in the documentation, such as not documenting some parameters\n# in a documented function, or documenting parameters that don't exist or using\n# markup commands wrongly.\n# The default value is: YES.\n\nWARN_IF_DOC_ERROR      = YES\n\n# This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that\n# are documented, but have no documentation for their parameters or return\n# value. If set to NO, doxygen will only warn about wrong or incomplete\n# parameter documentation, but not about the absence of documentation.\n# The default value is: NO.\n\nWARN_NO_PARAMDOC       = NO\n\n# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when\n# a warning is encountered.\n# The default value is: NO.\n\nWARN_AS_ERROR          = NO\n\n# The WARN_FORMAT tag determines the format of the warning messages that doxygen\n# can produce. The string should contain the $file, $line, and $text tags, which\n# will be replaced by the file and line number from which the warning originated\n# and the warning text. Optionally the format may contain $version, which will\n# be replaced by the version of the file (if it could be obtained via\n# FILE_VERSION_FILTER)\n# The default value is: $file:$line: $text.\n\nWARN_FORMAT            = \"$file:$line: $text\"\n\n# The WARN_LOGFILE tag can be used to specify a file to which warning and error\n# messages should be written. If left blank the output is written to standard\n# error (stderr).\n\nWARN_LOGFILE           =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the input files\n#---------------------------------------------------------------------------\n\n# The INPUT tag is used to specify the files and/or directories that contain\n# documented source files. You may enter file names like myfile.cpp or\n# directories like /usr/src/myproject. Separate the files or directories with\n# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING\n# Note: If this tag is empty the current directory is searched.\n\nINPUT                  = src/actor/aquamentus.py \\\n                         src/actor/boomerang.py \\\n                         src/actor/boss.py \\\n                         src/actor/constants.py \\\n                         src/actor/enemy.py \\\n                         src/actor/fireball.py \\\n                         src/actor/healthbar.py \\\n                         src/actor/item.py \\\n                         src/actor/keese.py \\\n                         src/actor/player.py \\\n                         src/actor/rupee.py \\\n                         src/actor/spritesheet.py \\\n                         src/actor/stalfos.py \\\n                         src/actor/sword.py \\\n                         src/collision/door.py \\\n                         src/collision/level.py \\\n                         src/collision/leveldata.py \\\n                         src/collision/levelmanager.py \\\n                         src/collision/makelevel.py \\\n                         src/collision/wall.py \\\n                         src/config/colour.py \\\n                         src/config/window.py\n\n                         \n\n# This tag can be used to specify the character encoding of the source files\n# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses\n# libiconv (or the iconv built into libc) for the transcoding. See the libiconv\n# documentation (see: http://www.gnu.org/software/libiconv) for the list of\n# possible encodings.\n# The default value is: UTF-8.\n\nINPUT_ENCODING         = UTF-8\n\n# If the value of the INPUT tag contains directories, you can use the\n# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and\n# *.h) to filter out the source-files in the directories.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# read by doxygen.\n#\n# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp,\n# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h,\n# *.hh, *.hxx, *.hpp, *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc,\n# *.m, *.markdown, *.md, *.mm, *.dox, *.py, *.pyw, *.f90, *.f95, *.f03, *.f08,\n# *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.\n\nFILE_PATTERNS          = *.c \\\n                         *.cc \\\n                         *.cxx \\\n                         *.cpp \\\n                         *.c++ \\\n                         *.java \\\n                         *.ii \\\n                         *.ixx \\\n                         *.ipp \\\n                         *.i++ \\\n                         *.inl \\\n                         *.idl \\\n                         *.ddl \\\n                         *.odl \\\n                         *.h \\\n                         *.hh \\\n                         *.hxx \\\n                         *.hpp \\\n                         *.h++ \\\n                         *.cs \\\n                         *.d \\\n                         *.php \\\n                         *.php4 \\\n                         *.php5 \\\n                         *.phtml \\\n                         *.inc \\\n                         *.m \\\n                         *.markdown \\\n                         *.md \\\n                         *.mm \\\n                         *.dox \\\n                         *.py \\\n                         *.pyw \\\n                         *.f90 \\\n                         *.f95 \\\n                         *.f03 \\\n                         *.f08 \\\n                         *.f \\\n                         *.for \\\n                         *.tcl \\\n                         *.vhd \\\n                         *.vhdl \\\n                         *.ucf \\\n                         *.qsf\n\n# The RECURSIVE tag can be used to specify whether or not subdirectories should\n# be searched for input files as well.\n# The default value is: NO.\n\nRECURSIVE              = NO\n\n# The EXCLUDE tag can be used to specify files and/or directories that should be\n# excluded from the INPUT source files. This way you can easily exclude a\n# subdirectory from a directory tree whose root is specified with the INPUT tag.\n#\n# Note that relative paths are relative to the directory from which doxygen is\n# run.\n\nEXCLUDE                =\n\n# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or\n# directories that are symbolic links (a Unix file system feature) are excluded\n# from the input.\n# The default value is: NO.\n\nEXCLUDE_SYMLINKS       = NO\n\n# If the value of the INPUT tag contains directories, you can use the\n# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude\n# certain files from those directories.\n#\n# Note that the wildcards are matched against the file with absolute path, so to\n# exclude all test directories for example use the pattern */test/*\n\nEXCLUDE_PATTERNS       =\n\n# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names\n# (namespaces, classes, functions, etc.) that should be excluded from the\n# output. The symbol name can be a fully qualified name, a word, or if the\n# wildcard * is used, a substring. Examples: ANamespace, AClass,\n# AClass::ANamespace, ANamespace::*Test\n#\n# Note that the wildcards are matched against the file with absolute path, so to\n# exclude all test directories use the pattern */test/*\n\nEXCLUDE_SYMBOLS        =\n\n# The EXAMPLE_PATH tag can be used to specify one or more files or directories\n# that contain example code fragments that are included (see the \\include\n# command).\n\nEXAMPLE_PATH           =\n\n# If the value of the EXAMPLE_PATH tag contains directories, you can use the\n# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and\n# *.h) to filter out the source-files in the directories. If left blank all\n# files are included.\n\nEXAMPLE_PATTERNS       = *\n\n# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be\n# searched for input files to be used with the \\include or \\dontinclude commands\n# irrespective of the value of the RECURSIVE tag.\n# The default value is: NO.\n\nEXAMPLE_RECURSIVE      = NO\n\n# The IMAGE_PATH tag can be used to specify one or more files or directories\n# that contain images that are to be included in the documentation (see the\n# \\image command).\n\nIMAGE_PATH             =\n\n# The INPUT_FILTER tag can be used to specify a program that doxygen should\n# invoke to filter for each input file. Doxygen will invoke the filter program\n# by executing (via popen()) the command:\n#\n# <filter> <input-file>\n#\n# where <filter> is the value of the INPUT_FILTER tag, and <input-file> is the\n# name of an input file. Doxygen will then use the output that the filter\n# program writes to standard output. If FILTER_PATTERNS is specified, this tag\n# will be ignored.\n#\n# Note that the filter must not add or remove lines; it is applied before the\n# code is scanned, but not when the output code is generated. If lines are added\n# or removed, the anchors will not be placed correctly.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# properly processed by doxygen.\n\nINPUT_FILTER           =\n\n# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern\n# basis. Doxygen will compare the file name with each pattern and apply the\n# filter if there is a match. The filters are a list of the form: pattern=filter\n# (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how\n# filters are used. If the FILTER_PATTERNS tag is empty or if none of the\n# patterns match the file name, INPUT_FILTER is applied.\n#\n# Note that for custom extensions or not directly supported extensions you also\n# need to set EXTENSION_MAPPING for the extension otherwise the files are not\n# properly processed by doxygen.\n\nFILTER_PATTERNS        =\n\n# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using\n# INPUT_FILTER) will also be used to filter the input files that are used for\n# producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES).\n# The default value is: NO.\n\nFILTER_SOURCE_FILES    = NO\n\n# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file\n# pattern. A pattern will override the setting for FILTER_PATTERN (if any) and\n# it is also possible to disable source filtering for a specific pattern using\n# *.ext= (so without naming a filter).\n# This tag requires that the tag FILTER_SOURCE_FILES is set to YES.\n\nFILTER_SOURCE_PATTERNS =\n\n# If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that\n# is part of the input, its contents will be placed on the main page\n# (index.html). This can be useful if you have a project on for instance GitHub\n# and want to reuse the introduction page also for the doxygen output.\n\nUSE_MDFILE_AS_MAINPAGE =\n\n#---------------------------------------------------------------------------\n# Configuration options related to source browsing\n#---------------------------------------------------------------------------\n\n# If the SOURCE_BROWSER tag is set to YES then a list of source files will be\n# generated. Documented entities will be cross-referenced with these sources.\n#\n# Note: To get rid of all source code in the generated output, make sure that\n# also VERBATIM_HEADERS is set to NO.\n# The default value is: NO.\n\nSOURCE_BROWSER         = NO\n\n# Setting the INLINE_SOURCES tag to YES will include the body of functions,\n# classes and enums directly into the documentation.\n# The default value is: NO.\n\nINLINE_SOURCES         = NO\n\n# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any\n# special comment blocks from generated source code fragments. Normal C, C++ and\n# Fortran comments will always remain visible.\n# The default value is: YES.\n\nSTRIP_CODE_COMMENTS    = YES\n\n# If the REFERENCED_BY_RELATION tag is set to YES then for each documented\n# function all documented functions referencing it will be listed.\n# The default value is: NO.\n\nREFERENCED_BY_RELATION = NO\n\n# If the REFERENCES_RELATION tag is set to YES then for each documented function\n# all documented entities called/used by that function will be listed.\n# The default value is: NO.\n\nREFERENCES_RELATION    = NO\n\n# If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set\n# to YES then the hyperlinks from functions in REFERENCES_RELATION and\n# REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will\n# link to the documentation.\n# The default value is: YES.\n\nREFERENCES_LINK_SOURCE = YES\n\n# If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the\n# source code will show a tooltip with additional information such as prototype,\n# brief description and links to the definition and documentation. Since this\n# will make the HTML file larger and loading of large files a bit slower, you\n# can opt to disable this feature.\n# The default value is: YES.\n# This tag requires that the tag SOURCE_BROWSER is set to YES.\n\nSOURCE_TOOLTIPS        = YES\n\n# If the USE_HTAGS tag is set to YES then the references to source code will\n# point to the HTML generated by the htags(1) tool instead of doxygen built-in\n# source browser. The htags tool is part of GNU's global source tagging system\n# (see http://www.gnu.org/software/global/global.html). You will need version\n# 4.8.6 or higher.\n#\n# To use it do the following:\n# - Install the latest version of global\n# - Enable SOURCE_BROWSER and USE_HTAGS in the config file\n# - Make sure the INPUT points to the root of the source tree\n# - Run doxygen as normal\n#\n# Doxygen will invoke htags (and that will in turn invoke gtags), so these\n# tools must be available from the command line (i.e. in the search path).\n#\n# The result: instead of the source browser generated by doxygen, the links to\n# source code will now point to the output of htags.\n# The default value is: NO.\n# This tag requires that the tag SOURCE_BROWSER is set to YES.\n\nUSE_HTAGS              = NO\n\n# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a\n# verbatim copy of the header file for each class for which an include is\n# specified. Set to NO to disable this.\n# See also: Section \\class.\n# The default value is: YES.\n\nVERBATIM_HEADERS       = YES\n\n# If the CLANG_ASSISTED_PARSING tag is set to YES then doxygen will use the\n# clang parser (see: http://clang.llvm.org/) for more accurate parsing at the\n# cost of reduced performance. This can be particularly helpful with template\n# rich C++ code for which doxygen's built-in parser lacks the necessary type\n# information.\n# Note: The availability of this option depends on whether or not doxygen was\n# generated with the -Duse-libclang=ON option for CMake.\n# The default value is: NO.\n\nCLANG_ASSISTED_PARSING = NO\n\n# If clang assisted parsing is enabled you can provide the compiler with command\n# line options that you would normally use when invoking the compiler. Note that\n# the include paths will already be set by doxygen for the files and directories\n# specified with INPUT and INCLUDE_PATH.\n# This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES.\n\nCLANG_OPTIONS          =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the alphabetical class index\n#---------------------------------------------------------------------------\n\n# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all\n# compounds will be generated. Enable this if the project contains a lot of\n# classes, structs, unions or interfaces.\n# The default value is: YES.\n\nALPHABETICAL_INDEX     = YES\n\n# The COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns in\n# which the alphabetical index list will be split.\n# Minimum value: 1, maximum value: 20, default value: 5.\n# This tag requires that the tag ALPHABETICAL_INDEX is set to YES.\n\nCOLS_IN_ALPHA_INDEX    = 5\n\n# In case all classes in a project start with a common prefix, all classes will\n# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag\n# can be used to specify a prefix (or a list of prefixes) that should be ignored\n# while generating the index headers.\n# This tag requires that the tag ALPHABETICAL_INDEX is set to YES.\n\nIGNORE_PREFIX          =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the HTML output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_HTML tag is set to YES, doxygen will generate HTML output\n# The default value is: YES.\n\nGENERATE_HTML          = YES\n\n# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: html.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_OUTPUT            = html\n\n# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each\n# generated HTML page (for example: .htm, .php, .asp).\n# The default value is: .html.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_FILE_EXTENSION    = .html\n\n# The HTML_HEADER tag can be used to specify a user-defined HTML header file for\n# each generated HTML page. If the tag is left blank doxygen will generate a\n# standard header.\n#\n# To get valid HTML the header file that includes any scripts and style sheets\n# that doxygen needs, which is dependent on the configuration options used (e.g.\n# the setting GENERATE_TREEVIEW). It is highly recommended to start with a\n# default header using\n# doxygen -w html new_header.html new_footer.html new_stylesheet.css\n# YourConfigFile\n# and then modify the file new_header.html. See also section \"Doxygen usage\"\n# for information on how to generate the default header that doxygen normally\n# uses.\n# Note: The header is subject to change so you typically have to regenerate the\n# default header when upgrading to a newer version of doxygen. For a description\n# of the possible markers and block names see the documentation.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_HEADER            =\n\n# The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each\n# generated HTML page. If the tag is left blank doxygen will generate a standard\n# footer. See HTML_HEADER for more information on how to generate a default\n# footer and what special commands can be used inside the footer. See also\n# section \"Doxygen usage\" for information on how to generate the default footer\n# that doxygen normally uses.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_FOOTER            =\n\n# The HTML_STYLESHEET tag can be used to specify a user-defined cascading style\n# sheet that is used by each HTML page. It can be used to fine-tune the look of\n# the HTML output. If left blank doxygen will generate a default style sheet.\n# See also section \"Doxygen usage\" for information on how to generate the style\n# sheet that doxygen normally uses.\n# Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as\n# it is more robust and this tag (HTML_STYLESHEET) will in the future become\n# obsolete.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_STYLESHEET        =\n\n# The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined\n# cascading style sheets that are included after the standard style sheets\n# created by doxygen. Using this option one can overrule certain style aspects.\n# This is preferred over using HTML_STYLESHEET since it does not replace the\n# standard style sheet and is therefore more robust against future updates.\n# Doxygen will copy the style sheet files to the output directory.\n# Note: The order of the extra style sheet files is of importance (e.g. the last\n# style sheet in the list overrules the setting of the previous ones in the\n# list). For an example see the documentation.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_EXTRA_STYLESHEET  =\n\n# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or\n# other source files which should be copied to the HTML output directory. Note\n# that these files will be copied to the base HTML output directory. Use the\n# $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these\n# files. In the HTML_STYLESHEET file, use the file name only. Also note that the\n# files will be copied as-is; there are no commands or markers available.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_EXTRA_FILES       =\n\n# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen\n# will adjust the colors in the style sheet and background images according to\n# this color. Hue is specified as an angle on a colorwheel, see\n# http://en.wikipedia.org/wiki/Hue for more information. For instance the value\n# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300\n# purple, and 360 is red again.\n# Minimum value: 0, maximum value: 359, default value: 220.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_HUE    = 220\n\n# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors\n# in the HTML output. For a value of 0 the output will use grayscales only. A\n# value of 255 will produce the most vivid colors.\n# Minimum value: 0, maximum value: 255, default value: 100.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_SAT    = 100\n\n# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the\n# luminance component of the colors in the HTML output. Values below 100\n# gradually make the output lighter, whereas values above 100 make the output\n# darker. The value divided by 100 is the actual gamma applied, so 80 represents\n# a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not\n# change the gamma.\n# Minimum value: 40, maximum value: 240, default value: 80.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_COLORSTYLE_GAMMA  = 80\n\n# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML\n# page will contain the date and time when the page was generated. Setting this\n# to YES can help to show when doxygen was last run and thus if the\n# documentation is up to date.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_TIMESTAMP         = NO\n\n# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML\n# documentation will contain sections that can be hidden and shown after the\n# page has loaded.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_DYNAMIC_SECTIONS  = NO\n\n# With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries\n# shown in the various tree structured indices initially; the user can expand\n# and collapse entries dynamically later on. Doxygen will expand the tree to\n# such a level that at most the specified number of entries are visible (unless\n# a fully collapsed tree already exceeds this amount). So setting the number of\n# entries 1 will produce a full collapsed tree by default. 0 is a special value\n# representing an infinite number of entries and will result in a full expanded\n# tree by default.\n# Minimum value: 0, maximum value: 9999, default value: 100.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nHTML_INDEX_NUM_ENTRIES = 100\n\n# If the GENERATE_DOCSET tag is set to YES, additional index files will be\n# generated that can be used as input for Apple's Xcode 3 integrated development\n# environment (see: http://developer.apple.com/tools/xcode/), introduced with\n# OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a\n# Makefile in the HTML output directory. Running make will produce the docset in\n# that directory and running make install will install the docset in\n# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at\n# startup. See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html\n# for more information.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_DOCSET        = NO\n\n# This tag determines the name of the docset feed. A documentation feed provides\n# an umbrella under which multiple documentation sets from a single provider\n# (such as a company or product suite) can be grouped.\n# The default value is: Doxygen generated docs.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_FEEDNAME        = \"Doxygen generated docs\"\n\n# This tag specifies a string that should uniquely identify the documentation\n# set bundle. This should be a reverse domain-name style string, e.g.\n# com.mycompany.MyDocSet. Doxygen will append .docset to the name.\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_BUNDLE_ID       = org.doxygen.Project\n\n# The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify\n# the documentation publisher. This should be a reverse domain-name style\n# string, e.g. com.mycompany.MyDocSet.documentation.\n# The default value is: org.doxygen.Publisher.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_PUBLISHER_ID    = org.doxygen.Publisher\n\n# The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher.\n# The default value is: Publisher.\n# This tag requires that the tag GENERATE_DOCSET is set to YES.\n\nDOCSET_PUBLISHER_NAME  = Publisher\n\n# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three\n# additional HTML index files: index.hhp, index.hhc, and index.hhk. The\n# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop\n# (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on\n# Windows.\n#\n# The HTML Help Workshop contains a compiler that can convert all HTML output\n# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML\n# files are now used as the Windows 98 help format, and will replace the old\n# Windows help format (.hlp) on all Windows platforms in the future. Compressed\n# HTML files also contain an index, a table of contents, and you can search for\n# words in the documentation. The HTML workshop also contains a viewer for\n# compressed HTML files.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_HTMLHELP      = NO\n\n# The CHM_FILE tag can be used to specify the file name of the resulting .chm\n# file. You can add a path in front of the file if the result should not be\n# written to the html output directory.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nCHM_FILE               =\n\n# The HHC_LOCATION tag can be used to specify the location (absolute path\n# including file name) of the HTML help compiler (hhc.exe). If non-empty,\n# doxygen will try to run the HTML help compiler on the generated index.hhp.\n# The file has to be specified with full path.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nHHC_LOCATION           =\n\n# The GENERATE_CHI flag controls if a separate .chi index file is generated\n# (YES) or that it should be included in the master .chm file (NO).\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nGENERATE_CHI           = NO\n\n# The CHM_INDEX_ENCODING is used to encode HtmlHelp index (hhk), content (hhc)\n# and project file content.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nCHM_INDEX_ENCODING     =\n\n# The BINARY_TOC flag controls whether a binary table of contents is generated\n# (YES) or a normal table of contents (NO) in the .chm file. Furthermore it\n# enables the Previous and Next buttons.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nBINARY_TOC             = NO\n\n# The TOC_EXPAND flag can be set to YES to add extra items for group members to\n# the table of contents of the HTML help documentation and to the tree view.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTMLHELP is set to YES.\n\nTOC_EXPAND             = NO\n\n# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and\n# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that\n# can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help\n# (.qch) of the generated HTML documentation.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_QHP           = NO\n\n# If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify\n# the file name of the resulting .qch file. The path specified is relative to\n# the HTML output folder.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQCH_FILE               =\n\n# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help\n# Project output. For more information please see Qt Help Project / Namespace\n# (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace).\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_NAMESPACE          = org.doxygen.Project\n\n# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt\n# Help Project output. For more information please see Qt Help Project / Virtual\n# Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual-\n# folders).\n# The default value is: doc.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_VIRTUAL_FOLDER     = doc\n\n# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom\n# filter to add. For more information please see Qt Help Project / Custom\n# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-\n# filters).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_CUST_FILTER_NAME   =\n\n# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the\n# custom filter to add. For more information please see Qt Help Project / Custom\n# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-\n# filters).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_CUST_FILTER_ATTRS  =\n\n# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this\n# project's filter section matches. Qt Help Project / Filter Attributes (see:\n# http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes).\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHP_SECT_FILTER_ATTRS  =\n\n# The QHG_LOCATION tag can be used to specify the location of Qt's\n# qhelpgenerator. If non-empty doxygen will try to run qhelpgenerator on the\n# generated .qhp file.\n# This tag requires that the tag GENERATE_QHP is set to YES.\n\nQHG_LOCATION           =\n\n# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be\n# generated, together with the HTML files, they form an Eclipse help plugin. To\n# install this plugin and make it available under the help contents menu in\n# Eclipse, the contents of the directory containing the HTML and XML files needs\n# to be copied into the plugins directory of eclipse. The name of the directory\n# within the plugins directory should be the same as the ECLIPSE_DOC_ID value.\n# After copying Eclipse needs to be restarted before the help appears.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_ECLIPSEHELP   = NO\n\n# A unique identifier for the Eclipse help plugin. When installing the plugin\n# the directory name containing the HTML and XML files should also have this\n# name. Each documentation set should have its own identifier.\n# The default value is: org.doxygen.Project.\n# This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES.\n\nECLIPSE_DOC_ID         = org.doxygen.Project\n\n# If you want full control over the layout of the generated HTML pages it might\n# be necessary to disable the index and replace it with your own. The\n# DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top\n# of each HTML page. A value of NO enables the index and the value YES disables\n# it. Since the tabs in the index contain the same information as the navigation\n# tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nDISABLE_INDEX          = NO\n\n# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index\n# structure should be generated to display hierarchical information. If the tag\n# value is set to YES, a side panel will be generated containing a tree-like\n# index structure (just like the one that is generated for HTML Help). For this\n# to work a browser that supports JavaScript, DHTML, CSS and frames is required\n# (i.e. any modern browser). Windows users are probably better off using the\n# HTML help feature. Via custom style sheets (see HTML_EXTRA_STYLESHEET) one can\n# further fine-tune the look of the index. As an example, the default style\n# sheet generated by doxygen has an example that shows how to put an image at\n# the root of the tree instead of the PROJECT_NAME. Since the tree basically has\n# the same information as the tab index, you could consider setting\n# DISABLE_INDEX to YES when enabling this option.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nGENERATE_TREEVIEW      = NO\n\n# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that\n# doxygen will group on one line in the generated HTML documentation.\n#\n# Note that a value of 0 will completely suppress the enum values from appearing\n# in the overview section.\n# Minimum value: 0, maximum value: 20, default value: 4.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nENUM_VALUES_PER_LINE   = 4\n\n# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used\n# to set the initial width (in pixels) of the frame in which the tree is shown.\n# Minimum value: 0, maximum value: 1500, default value: 250.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nTREEVIEW_WIDTH         = 250\n\n# If the EXT_LINKS_IN_WINDOW option is set to YES, doxygen will open links to\n# external symbols imported via tag files in a separate window.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nEXT_LINKS_IN_WINDOW    = NO\n\n# Use this tag to change the font size of LaTeX formulas included as images in\n# the HTML documentation. When you change the font size after a successful\n# doxygen run you need to manually remove any form_*.png images from the HTML\n# output directory to force them to be regenerated.\n# Minimum value: 8, maximum value: 50, default value: 10.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nFORMULA_FONTSIZE       = 10\n\n# Use the FORMULA_TRANPARENT tag to determine whether or not the images\n# generated for formulas are transparent PNGs. Transparent PNGs are not\n# supported properly for IE 6.0, but are supported on all modern browsers.\n#\n# Note that when changing this option you need to delete any form_*.png files in\n# the HTML output directory before the changes have effect.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nFORMULA_TRANSPARENT    = YES\n\n# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see\n# http://www.mathjax.org) which uses client side Javascript for the rendering\n# instead of using pre-rendered bitmaps. Use this if you do not have LaTeX\n# installed or if you want to formulas look prettier in the HTML output. When\n# enabled you may also need to install MathJax separately and configure the path\n# to it using the MATHJAX_RELPATH option.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nUSE_MATHJAX            = NO\n\n# When MathJax is enabled you can set the default output format to be used for\n# the MathJax output. See the MathJax site (see:\n# http://docs.mathjax.org/en/latest/output.html) for more details.\n# Possible values are: HTML-CSS (which is slower, but has the best\n# compatibility), NativeMML (i.e. MathML) and SVG.\n# The default value is: HTML-CSS.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_FORMAT         = HTML-CSS\n\n# When MathJax is enabled you need to specify the location relative to the HTML\n# output directory using the MATHJAX_RELPATH option. The destination directory\n# should contain the MathJax.js script. For instance, if the mathjax directory\n# is located at the same level as the HTML output directory, then\n# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax\n# Content Delivery Network so you can quickly see the result without installing\n# MathJax. However, it is strongly recommended to install a local copy of\n# MathJax from http://www.mathjax.org before deployment.\n# The default value is: http://cdn.mathjax.org/mathjax/latest.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_RELPATH        = http://cdn.mathjax.org/mathjax/latest\n\n# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax\n# extension names that should be enabled during MathJax rendering. For example\n# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_EXTENSIONS     =\n\n# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces\n# of code that will be used on startup of the MathJax code. See the MathJax site\n# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an\n# example see the documentation.\n# This tag requires that the tag USE_MATHJAX is set to YES.\n\nMATHJAX_CODEFILE       =\n\n# When the SEARCHENGINE tag is enabled doxygen will generate a search box for\n# the HTML output. The underlying search engine uses javascript and DHTML and\n# should work on any modern browser. Note that when using HTML help\n# (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET)\n# there is already a search function so this one should typically be disabled.\n# For large projects the javascript based search engine can be slow, then\n# enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to\n# search using the keyboard; to jump to the search box use <access key> + S\n# (what the <access key> is depends on the OS and browser, but it is typically\n# <CTRL>, <ALT>/<option>, or both). Inside the search box use the <cursor down\n# key> to jump into the search results window, the results can be navigated\n# using the <cursor keys>. Press <Enter> to select an item or <escape> to cancel\n# the search. The filter options can be selected when the cursor is inside the\n# search box by pressing <Shift>+<cursor down>. Also here use the <cursor keys>\n# to select a filter and <Enter> or <escape> to activate or cancel the filter\n# option.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_HTML is set to YES.\n\nSEARCHENGINE           = YES\n\n# When the SERVER_BASED_SEARCH tag is enabled the search engine will be\n# implemented using a web server instead of a web client using Javascript. There\n# are two flavors of web server based searching depending on the EXTERNAL_SEARCH\n# setting. When disabled, doxygen will generate a PHP script for searching and\n# an index file used by the script. When EXTERNAL_SEARCH is enabled the indexing\n# and searching needs to be provided by external tools. See the section\n# \"External Indexing and Searching\" for details.\n# The default value is: NO.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSERVER_BASED_SEARCH    = NO\n\n# When EXTERNAL_SEARCH tag is enabled doxygen will no longer generate the PHP\n# script for searching. Instead the search results are written to an XML file\n# which needs to be processed by an external indexer. Doxygen will invoke an\n# external search engine pointed to by the SEARCHENGINE_URL option to obtain the\n# search results.\n#\n# Doxygen ships with an example indexer (doxyindexer) and search engine\n# (doxysearch.cgi) which are based on the open source search engine library\n# Xapian (see: http://xapian.org/).\n#\n# See the section \"External Indexing and Searching\" for details.\n# The default value is: NO.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTERNAL_SEARCH        = NO\n\n# The SEARCHENGINE_URL should point to a search engine hosted by a web server\n# which will return the search results when EXTERNAL_SEARCH is enabled.\n#\n# Doxygen ships with an example indexer (doxyindexer) and search engine\n# (doxysearch.cgi) which are based on the open source search engine library\n# Xapian (see: http://xapian.org/). See the section \"External Indexing and\n# Searching\" for details.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSEARCHENGINE_URL       =\n\n# When SERVER_BASED_SEARCH and EXTERNAL_SEARCH are both enabled the unindexed\n# search data is written to a file for indexing by an external tool. With the\n# SEARCHDATA_FILE tag the name of this file can be specified.\n# The default file is: searchdata.xml.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nSEARCHDATA_FILE        = searchdata.xml\n\n# When SERVER_BASED_SEARCH and EXTERNAL_SEARCH are both enabled the\n# EXTERNAL_SEARCH_ID tag can be used as an identifier for the project. This is\n# useful in combination with EXTRA_SEARCH_MAPPINGS to search through multiple\n# projects and redirect the results back to the right project.\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTERNAL_SEARCH_ID     =\n\n# The EXTRA_SEARCH_MAPPINGS tag can be used to enable searching through doxygen\n# projects other than the one defined by this configuration file, but that are\n# all added to the same external search index. Each project needs to have a\n# unique id set via EXTERNAL_SEARCH_ID. The search mapping then maps the id of\n# to a relative location where the documentation can be found. The format is:\n# EXTRA_SEARCH_MAPPINGS = tagname1=loc1 tagname2=loc2 ...\n# This tag requires that the tag SEARCHENGINE is set to YES.\n\nEXTRA_SEARCH_MAPPINGS  =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the LaTeX output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_LATEX tag is set to YES, doxygen will generate LaTeX output.\n# The default value is: YES.\n\nGENERATE_LATEX         = YES\n\n# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: latex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_OUTPUT           = latex\n\n# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be\n# invoked.\n#\n# Note that when enabling USE_PDFLATEX this option is only used for generating\n# bitmaps for formulas in the HTML output, but not in the Makefile that is\n# written to the output directory.\n# The default file is: latex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_CMD_NAME         = latex\n\n# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to generate\n# index for LaTeX.\n# The default file is: makeindex.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nMAKEINDEX_CMD_NAME     = makeindex\n\n# If the COMPACT_LATEX tag is set to YES, doxygen generates more compact LaTeX\n# documents. This may be useful for small projects and may help to save some\n# trees in general.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nCOMPACT_LATEX          = NO\n\n# The PAPER_TYPE tag can be used to set the paper type that is used by the\n# printer.\n# Possible values are: a4 (210 x 297 mm), letter (8.5 x 11 inches), legal (8.5 x\n# 14 inches) and executive (7.25 x 10.5 inches).\n# The default value is: a4.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nPAPER_TYPE             = a4\n\n# The EXTRA_PACKAGES tag can be used to specify one or more LaTeX package names\n# that should be included in the LaTeX output. The package can be specified just\n# by its name or with the correct syntax as to be used with the LaTeX\n# \\usepackage command. To get the times font for instance you can specify :\n# EXTRA_PACKAGES=times or EXTRA_PACKAGES={times}\n# To use the option intlimits with the amsmath package you can specify:\n# EXTRA_PACKAGES=[intlimits]{amsmath}\n# If left blank no extra packages will be included.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nEXTRA_PACKAGES         =\n\n# The LATEX_HEADER tag can be used to specify a personal LaTeX header for the\n# generated LaTeX document. The header should contain everything until the first\n# chapter. If it is left blank doxygen will generate a standard header. See\n# section \"Doxygen usage\" for information on how to let doxygen write the\n# default header to a separate file.\n#\n# Note: Only use a user-defined header if you know what you are doing! The\n# following commands have a special meaning inside the header: $title,\n# $datetime, $date, $doxygenversion, $projectname, $projectnumber,\n# $projectbrief, $projectlogo. Doxygen will replace $title with the empty\n# string, for the replacement values of the other commands the user is referred\n# to HTML_HEADER.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_HEADER           =\n\n# The LATEX_FOOTER tag can be used to specify a personal LaTeX footer for the\n# generated LaTeX document. The footer should contain everything after the last\n# chapter. If it is left blank doxygen will generate a standard footer. See\n# LATEX_HEADER for more information on how to generate a default footer and what\n# special commands can be used inside the footer.\n#\n# Note: Only use a user-defined footer if you know what you are doing!\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_FOOTER           =\n\n# The LATEX_EXTRA_STYLESHEET tag can be used to specify additional user-defined\n# LaTeX style sheets that are included after the standard style sheets created\n# by doxygen. Using this option one can overrule certain style aspects. Doxygen\n# will copy the style sheet files to the output directory.\n# Note: The order of the extra style sheet files is of importance (e.g. the last\n# style sheet in the list overrules the setting of the previous ones in the\n# list).\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_EXTRA_STYLESHEET =\n\n# The LATEX_EXTRA_FILES tag can be used to specify one or more extra images or\n# other source files which should be copied to the LATEX_OUTPUT output\n# directory. Note that the files will be copied as-is; there are no commands or\n# markers available.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_EXTRA_FILES      =\n\n# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated is\n# prepared for conversion to PDF (using ps2pdf or pdflatex). The PDF file will\n# contain links (just like the HTML output) instead of page references. This\n# makes the output suitable for online browsing using a PDF viewer.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nPDF_HYPERLINKS         = YES\n\n# If the USE_PDFLATEX tag is set to YES, doxygen will use pdflatex to generate\n# the PDF file directly from the LaTeX files. Set this option to YES, to get a\n# higher quality PDF documentation.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nUSE_PDFLATEX           = YES\n\n# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode\n# command to the generated LaTeX files. This will instruct LaTeX to keep running\n# if errors occur, instead of asking the user for help. This option is also used\n# when generating formulas in HTML.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_BATCHMODE        = NO\n\n# If the LATEX_HIDE_INDICES tag is set to YES then doxygen will not include the\n# index chapters (such as File Index, Compound Index, etc.) in the output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_HIDE_INDICES     = NO\n\n# If the LATEX_SOURCE_CODE tag is set to YES then doxygen will include source\n# code with syntax highlighting in the LaTeX output.\n#\n# Note that which sources are shown also depends on other settings such as\n# SOURCE_BROWSER.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_SOURCE_CODE      = NO\n\n# The LATEX_BIB_STYLE tag can be used to specify the style to use for the\n# bibliography, e.g. plainnat, or ieeetr. See\n# http://en.wikipedia.org/wiki/BibTeX and \\cite for more info.\n# The default value is: plain.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_BIB_STYLE        = plain\n\n# If the LATEX_TIMESTAMP tag is set to YES then the footer of each generated\n# page will contain the date and time when the page was generated. Setting this\n# to NO can help when comparing the output of multiple runs.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_LATEX is set to YES.\n\nLATEX_TIMESTAMP        = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the RTF output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_RTF tag is set to YES, doxygen will generate RTF output. The\n# RTF output is optimized for Word 97 and may not look too pretty with other RTF\n# readers/editors.\n# The default value is: NO.\n\nGENERATE_RTF           = NO\n\n# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: rtf.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_OUTPUT             = rtf\n\n# If the COMPACT_RTF tag is set to YES, doxygen generates more compact RTF\n# documents. This may be useful for small projects and may help to save some\n# trees in general.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nCOMPACT_RTF            = NO\n\n# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated will\n# contain hyperlink fields. The RTF file will contain links (just like the HTML\n# output) instead of page references. This makes the output suitable for online\n# browsing using Word or some other Word compatible readers that support those\n# fields.\n#\n# Note: WordPad (write) and others do not support links.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_HYPERLINKS         = NO\n\n# Load stylesheet definitions from file. Syntax is similar to doxygen's config\n# file, i.e. a series of assignments. You only have to provide replacements,\n# missing definitions are set to their default value.\n#\n# See also section \"Doxygen usage\" for information on how to generate the\n# default style sheet that doxygen normally uses.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_STYLESHEET_FILE    =\n\n# Set optional variables used in the generation of an RTF document. Syntax is\n# similar to doxygen's config file. A template extensions file can be generated\n# using doxygen -e rtf extensionFile.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_EXTENSIONS_FILE    =\n\n# If the RTF_SOURCE_CODE tag is set to YES then doxygen will include source code\n# with syntax highlighting in the RTF output.\n#\n# Note that which sources are shown also depends on other settings such as\n# SOURCE_BROWSER.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_RTF is set to YES.\n\nRTF_SOURCE_CODE        = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the man page output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_MAN tag is set to YES, doxygen will generate man pages for\n# classes and files.\n# The default value is: NO.\n\nGENERATE_MAN           = NO\n\n# The MAN_OUTPUT tag is used to specify where the man pages will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it. A directory man3 will be created inside the directory specified by\n# MAN_OUTPUT.\n# The default directory is: man.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_OUTPUT             = man\n\n# The MAN_EXTENSION tag determines the extension that is added to the generated\n# man pages. In case the manual section does not start with a number, the number\n# 3 is prepended. The dot (.) at the beginning of the MAN_EXTENSION tag is\n# optional.\n# The default value is: .3.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_EXTENSION          = .3\n\n# The MAN_SUBDIR tag determines the name of the directory created within\n# MAN_OUTPUT in which the man pages are placed. If defaults to man followed by\n# MAN_EXTENSION with the initial . removed.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_SUBDIR             =\n\n# If the MAN_LINKS tag is set to YES and doxygen generates man output, then it\n# will generate one additional man file for each entity documented in the real\n# man page(s). These additional files only source the real man page, but without\n# them the man command would be unable to find the correct page.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_MAN is set to YES.\n\nMAN_LINKS              = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the XML output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_XML tag is set to YES, doxygen will generate an XML file that\n# captures the structure of the code including all documentation.\n# The default value is: NO.\n\nGENERATE_XML           = NO\n\n# The XML_OUTPUT tag is used to specify where the XML pages will be put. If a\n# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of\n# it.\n# The default directory is: xml.\n# This tag requires that the tag GENERATE_XML is set to YES.\n\nXML_OUTPUT             = xml\n\n# If the XML_PROGRAMLISTING tag is set to YES, doxygen will dump the program\n# listings (including syntax highlighting and cross-referencing information) to\n# the XML output. Note that enabling this will significantly increase the size\n# of the XML output.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_XML is set to YES.\n\nXML_PROGRAMLISTING     = YES\n\n#---------------------------------------------------------------------------\n# Configuration options related to the DOCBOOK output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_DOCBOOK tag is set to YES, doxygen will generate Docbook files\n# that can be used to generate PDF.\n# The default value is: NO.\n\nGENERATE_DOCBOOK       = NO\n\n# The DOCBOOK_OUTPUT tag is used to specify where the Docbook pages will be put.\n# If a relative path is entered the value of OUTPUT_DIRECTORY will be put in\n# front of it.\n# The default directory is: docbook.\n# This tag requires that the tag GENERATE_DOCBOOK is set to YES.\n\nDOCBOOK_OUTPUT         = docbook\n\n# If the DOCBOOK_PROGRAMLISTING tag is set to YES, doxygen will include the\n# program listings (including syntax highlighting and cross-referencing\n# information) to the DOCBOOK output. Note that enabling this will significantly\n# increase the size of the DOCBOOK output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_DOCBOOK is set to YES.\n\nDOCBOOK_PROGRAMLISTING = NO\n\n#---------------------------------------------------------------------------\n# Configuration options for the AutoGen Definitions output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_AUTOGEN_DEF tag is set to YES, doxygen will generate an\n# AutoGen Definitions (see http://autogen.sf.net) file that captures the\n# structure of the code including all documentation. Note that this feature is\n# still experimental and incomplete at the moment.\n# The default value is: NO.\n\nGENERATE_AUTOGEN_DEF   = NO\n\n#---------------------------------------------------------------------------\n# Configuration options related to the Perl module output\n#---------------------------------------------------------------------------\n\n# If the GENERATE_PERLMOD tag is set to YES, doxygen will generate a Perl module\n# file that captures the structure of the code including all documentation.\n#\n# Note that this feature is still experimental and incomplete at the moment.\n# The default value is: NO.\n\nGENERATE_PERLMOD       = NO\n\n# If the PERLMOD_LATEX tag is set to YES, doxygen will generate the necessary\n# Makefile rules, Perl scripts and LaTeX code to be able to generate PDF and DVI\n# output from the Perl module output.\n# The default value is: NO.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_LATEX          = NO\n\n# If the PERLMOD_PRETTY tag is set to YES, the Perl module output will be nicely\n# formatted so it can be parsed by a human reader. This is useful if you want to\n# understand what is going on. On the other hand, if this tag is set to NO, the\n# size of the Perl module output will be much smaller and Perl will parse it\n# just the same.\n# The default value is: YES.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_PRETTY         = YES\n\n# The names of the make variables in the generated doxyrules.make file are\n# prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. This is useful\n# so different doxyrules.make files included by the same Makefile don't\n# overwrite each other's variables.\n# This tag requires that the tag GENERATE_PERLMOD is set to YES.\n\nPERLMOD_MAKEVAR_PREFIX =\n\n#---------------------------------------------------------------------------\n# Configuration options related to the preprocessor\n#---------------------------------------------------------------------------\n\n# If the ENABLE_PREPROCESSING tag is set to YES, doxygen will evaluate all\n# C-preprocessor directives found in the sources and include files.\n# The default value is: YES.\n\nENABLE_PREPROCESSING   = YES\n\n# If the MACRO_EXPANSION tag is set to YES, doxygen will expand all macro names\n# in the source code. If set to NO, only conditional compilation will be\n# performed. Macro expansion can be done in a controlled way by setting\n# EXPAND_ONLY_PREDEF to YES.\n# The default value is: NO.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nMACRO_EXPANSION        = NO\n\n# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES then\n# the macro expansion is limited to the macros specified with the PREDEFINED and\n# EXPAND_AS_DEFINED tags.\n# The default value is: NO.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nEXPAND_ONLY_PREDEF     = NO\n\n# If the SEARCH_INCLUDES tag is set to YES, the include files in the\n# INCLUDE_PATH will be searched if a #include is found.\n# The default value is: YES.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nSEARCH_INCLUDES        = YES\n\n# The INCLUDE_PATH tag can be used to specify one or more directories that\n# contain include files that are not input files but should be processed by the\n# preprocessor.\n# This tag requires that the tag SEARCH_INCLUDES is set to YES.\n\nINCLUDE_PATH           =\n\n# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard\n# patterns (like *.h and *.hpp) to filter out the header-files in the\n# directories. If left blank, the patterns specified with FILE_PATTERNS will be\n# used.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nINCLUDE_FILE_PATTERNS  =\n\n# The PREDEFINED tag can be used to specify one or more macro names that are\n# defined before the preprocessor is started (similar to the -D option of e.g.\n# gcc). The argument of the tag is a list of macros of the form: name or\n# name=definition (no spaces). If the definition and the \"=\" are omitted, \"=1\"\n# is assumed. To prevent a macro definition from being undefined via #undef or\n# recursively expanded use the := operator instead of the = operator.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nPREDEFINED             =\n\n# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then this\n# tag can be used to specify a list of macro names that should be expanded. The\n# macro definition that is found in the sources will be used. Use the PREDEFINED\n# tag if you want to use a different macro definition that overrules the\n# definition found in the source code.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nEXPAND_AS_DEFINED      =\n\n# If the SKIP_FUNCTION_MACROS tag is set to YES then doxygen's preprocessor will\n# remove all references to function-like macros that are alone on a line, have\n# an all uppercase name, and do not end with a semicolon. Such function macros\n# are typically used for boiler-plate code, and will confuse the parser if not\n# removed.\n# The default value is: YES.\n# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.\n\nSKIP_FUNCTION_MACROS   = YES\n\n#---------------------------------------------------------------------------\n# Configuration options related to external references\n#---------------------------------------------------------------------------\n\n# The TAGFILES tag can be used to specify one or more tag files. For each tag\n# file the location of the external documentation should be added. The format of\n# a tag file without this location is as follows:\n# TAGFILES = file1 file2 ...\n# Adding location for the tag files is done as follows:\n# TAGFILES = file1=loc1 \"file2 = loc2\" ...\n# where loc1 and loc2 can be relative or absolute paths or URLs. See the\n# section \"Linking to external documentation\" for more information about the use\n# of tag files.\n# Note: Each tag file must have a unique name (where the name does NOT include\n# the path). If a tag file is not located in the directory in which doxygen is\n# run, you must also specify the path to the tagfile here.\n\nTAGFILES               =\n\n# When a file name is specified after GENERATE_TAGFILE, doxygen will create a\n# tag file that is based on the input files it reads. See section \"Linking to\n# external documentation\" for more information about the usage of tag files.\n\nGENERATE_TAGFILE       =\n\n# If the ALLEXTERNALS tag is set to YES, all external class will be listed in\n# the class index. If set to NO, only the inherited external classes will be\n# listed.\n# The default value is: NO.\n\nALLEXTERNALS           = NO\n\n# If the EXTERNAL_GROUPS tag is set to YES, all external groups will be listed\n# in the modules index. If set to NO, only the current project's groups will be\n# listed.\n# The default value is: YES.\n\nEXTERNAL_GROUPS        = YES\n\n# If the EXTERNAL_PAGES tag is set to YES, all external pages will be listed in\n# the related pages index. If set to NO, only the current project's pages will\n# be listed.\n# The default value is: YES.\n\nEXTERNAL_PAGES         = YES\n\n# The PERL_PATH should be the absolute path and name of the perl script\n# interpreter (i.e. the result of 'which perl').\n# The default file (with absolute path) is: /usr/bin/perl.\n\nPERL_PATH              = /usr/bin/perl\n\n#---------------------------------------------------------------------------\n# Configuration options related to the dot tool\n#---------------------------------------------------------------------------\n\n# If the CLASS_DIAGRAMS tag is set to YES, doxygen will generate a class diagram\n# (in HTML and LaTeX) for classes with base or super classes. Setting the tag to\n# NO turns the diagrams off. Note that this option also works with HAVE_DOT\n# disabled, but it is recommended to install and use dot, since it yields more\n# powerful graphs.\n# The default value is: YES.\n\nCLASS_DIAGRAMS         = YES\n\n# You can define message sequence charts within doxygen comments using the \\msc\n# command. Doxygen will then run the mscgen tool (see:\n# http://www.mcternan.me.uk/mscgen/)) to produce the chart and insert it in the\n# documentation. The MSCGEN_PATH tag allows you to specify the directory where\n# the mscgen tool resides. If left empty the tool is assumed to be found in the\n# default search path.\n\nMSCGEN_PATH            =\n\n# You can include diagrams made with dia in doxygen documentation. Doxygen will\n# then run dia to produce the diagram and insert it in the documentation. The\n# DIA_PATH tag allows you to specify the directory where the dia binary resides.\n# If left empty dia is assumed to be found in the default search path.\n\nDIA_PATH               =\n\n# If set to YES the inheritance and collaboration graphs will hide inheritance\n# and usage relations if the target is undocumented or is not a class.\n# The default value is: YES.\n\nHIDE_UNDOC_RELATIONS   = YES\n\n# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is\n# available from the path. This tool is part of Graphviz (see:\n# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent\n# Bell Labs. The other options in this section have no effect if this option is\n# set to NO\n# The default value is: NO.\n\nHAVE_DOT               = NO\n\n# The DOT_NUM_THREADS specifies the number of dot invocations doxygen is allowed\n# to run in parallel. When set to 0 doxygen will base this on the number of\n# processors available in the system. You can set it explicitly to a value\n# larger than 0 to get control over the balance between CPU load and processing\n# speed.\n# Minimum value: 0, maximum value: 32, default value: 0.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_NUM_THREADS        = 0\n\n# When you want a differently looking font in the dot files that doxygen\n# generates you can specify the font name using DOT_FONTNAME. You need to make\n# sure dot is able to find the font, which can be done by putting it in a\n# standard location or by setting the DOTFONTPATH environment variable or by\n# setting DOT_FONTPATH to the directory containing the font.\n# The default value is: Helvetica.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTNAME           = Helvetica\n\n# The DOT_FONTSIZE tag can be used to set the size (in points) of the font of\n# dot graphs.\n# Minimum value: 4, maximum value: 24, default value: 10.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTSIZE           = 10\n\n# By default doxygen will tell dot to use the default font as specified with\n# DOT_FONTNAME. If you specify a different font using DOT_FONTNAME you can set\n# the path where dot can find it using this tag.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDOT_FONTPATH           =\n\n# If the CLASS_GRAPH tag is set to YES then doxygen will generate a graph for\n# each documented class showing the direct and indirect inheritance relations.\n# Setting this tag to YES will force the CLASS_DIAGRAMS tag to NO.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCLASS_GRAPH            = YES\n\n# If the COLLABORATION_GRAPH tag is set to YES then doxygen will generate a\n# graph for each documented class showing the direct and indirect implementation\n# dependencies (inheritance, containment, and class references variables) of the\n# class with other documented classes.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCOLLABORATION_GRAPH    = YES\n\n# If the GROUP_GRAPHS tag is set to YES then doxygen will generate a graph for\n# groups, showing the direct groups dependencies.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nGROUP_GRAPHS           = YES\n\n# If the UML_LOOK tag is set to YES, doxygen will generate inheritance and\n# collaboration diagrams in a style similar to the OMG's Unified Modeling\n# Language.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nUML_LOOK               = NO\n\n# If the UML_LOOK tag is enabled, the fields and methods are shown inside the\n# class node. If there are many fields or methods and many nodes the graph may\n# become too big to be useful. The UML_LIMIT_NUM_FIELDS threshold limits the\n# number of items for each type to make the size more manageable. Set this to 0\n# for no limit. Note that the threshold may be exceeded by 50% before the limit\n# is enforced. So when you set the threshold to 10, up to 15 fields may appear,\n# but if the number exceeds 15, the total amount of fields shown is limited to\n# 10.\n# Minimum value: 0, maximum value: 100, default value: 10.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nUML_LIMIT_NUM_FIELDS   = 10\n\n# If the TEMPLATE_RELATIONS tag is set to YES then the inheritance and\n# collaboration graphs will show the relations between templates and their\n# instances.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nTEMPLATE_RELATIONS     = NO\n\n# If the INCLUDE_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are set to\n# YES then doxygen will generate a graph for each documented file showing the\n# direct and indirect include dependencies of the file with other documented\n# files.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nINCLUDE_GRAPH          = YES\n\n# If the INCLUDED_BY_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are\n# set to YES then doxygen will generate a graph for each documented file showing\n# the direct and indirect include dependencies of the file with other documented\n# files.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nINCLUDED_BY_GRAPH      = YES\n\n# If the CALL_GRAPH tag is set to YES then doxygen will generate a call\n# dependency graph for every global function or class method.\n#\n# Note that enabling this option will significantly increase the time of a run.\n# So in most cases it will be better to enable call graphs for selected\n# functions only using the \\callgraph command. Disabling a call graph can be\n# accomplished by means of the command \\hidecallgraph.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCALL_GRAPH             = NO\n\n# If the CALLER_GRAPH tag is set to YES then doxygen will generate a caller\n# dependency graph for every global function or class method.\n#\n# Note that enabling this option will significantly increase the time of a run.\n# So in most cases it will be better to enable caller graphs for selected\n# functions only using the \\callergraph command. Disabling a caller graph can be\n# accomplished by means of the command \\hidecallergraph.\n# The default value is: NO.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nCALLER_GRAPH           = NO\n\n# If the GRAPHICAL_HIERARCHY tag is set to YES then doxygen will graphical\n# hierarchy of all classes instead of a textual one.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nGRAPHICAL_HIERARCHY    = YES\n\n# If the DIRECTORY_GRAPH tag is set to YES then doxygen will show the\n# dependencies a directory has on other directories in a graphical way. The\n# dependency relations are determined by the #include relations between the\n# files in the directories.\n# The default value is: YES.\n# This tag requires that the tag HAVE_DOT is set to YES.\n\nDIRECTORY_GRAPH        = YES\n\n# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images\n# generated by dot. 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    "path": "html/classactor_1_1player_1_1_player-members.html",
    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python: Member List</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" />\n</head>\n<body>\n<div id=\"top\"><!-- do not remove this div, it is closed by doxygen! -->\n<div id=\"titlearea\">\n<table cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr style=\"height: 56px;\">\n  <td id=\"projectalign\" style=\"padding-left: 0.5em;\">\n   <div id=\"projectname\">The Legend of Python\n   </div>\n  </td>\n </tr>\n </tbody>\n</table>\n</div>\n<!-- end header part -->\n<!-- Generated by Doxygen 1.8.13 -->\n<script type=\"text/javascript\">\nvar searchBox = new SearchBox(\"searchBox\", \"search\",false,'Search');\n</script>\n<script type=\"text/javascript\" src=\"menudata.js\"></script>\n<script type=\"text/javascript\" src=\"menu.js\"></script>\n<script type=\"text/javascript\">\n$(function() {\n  initMenu('',true,false,'search.php','Search');\n  $(document).ready(function() { init_search(); });\n});\n</script>\n<div id=\"main-nav\"></div>\n<!-- window showing the filter options -->\n<div id=\"MSearchSelectWindow\"\n     onmouseover=\"return searchBox.OnSearchSelectShow()\"\n     onmouseout=\"return searchBox.OnSearchSelectHide()\"\n     onkeydown=\"return searchBox.OnSearchSelectKey(event)\">\n</div>\n\n<!-- iframe showing the search results (closed by default) -->\n<div id=\"MSearchResultsWindow\">\n<iframe src=\"javascript:void(0)\" frameborder=\"0\" \n        name=\"MSearchResults\" id=\"MSearchResults\">\n</iframe>\n</div>\n\n<div id=\"nav-path\" class=\"navpath\">\n  <ul>\n<li class=\"navelem\"><b>actor</b></li><li class=\"navelem\"><b>player</b></li><li class=\"navelem\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">Player</a></li>  </ul>\n</div>\n</div><!-- top -->\n<div class=\"header\">\n  <div class=\"headertitle\">\n<div class=\"title\">actor.player.Player Member List</div>  </div>\n</div><!--header-->\n<div class=\"contents\">\n\n<p>This is the complete list of members for <a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a>, including all inherited members.</p>\n<table class=\"directory\">\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8d9c15fee7a2e90614515bbc645db10d\">__init__</a>(self, x, y, hbar)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2b481f9bd7f42a0dc98beec777ec5401\">attack</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a77d57d979bab2c2918501b536130cd4f\">attackbool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a9014fc320d75f42a42067131ef359521\">attackcount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a544178e6ebb1b49a348753c870df24f1\">attacksprite</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a479ddb8958705d9cbd7830e9ba59f8c5\">attacksword</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ab05b71626b99e6cb0babce2d9f7bbb49\">attackupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a427c65b6cb4d5b960493ead3cfc3fda1\">collisionupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a569ec214c309ddbf82e414c310861832\">dir</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aae66aa3ba8ee37f20c3f24278c203f5b\">dirbool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8678a9b7bbec1f8a257498fdd66597fb\">hbar</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80a7403771d9fb980354b43241eb21d2\">hit</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a0c6434fb932d898b1ec1ed77c97d46b5\">hitcount</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae153752032a484c8f84d11a3bd4ad922\">hp</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ae166fad5513e8a1afbf28b7090f84385\">id</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a3f083bf2ff3a0c9fd8838d1292eb6c24\">image</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6c97e5519cba645d52374ef46537b913\">item</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#ad03534ba44251c9d8d6b72d2b1cc027e\">itembool</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a2be3c96f039bbc8e535f2bc2a9379b75\">keys</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a80b827225d4cd1ece986735ed50ccaab\">leveltrans</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a8ac11a22aa47b7febd29d1c740f00452\">move</a>(self, d, b)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a62a06e2de507cf924ceb42c478e0acb9\">moveable</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a43e8f90a1db2286bfb59f80853dcb336\">movechar</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a709570fc745642d3ad2764e4d973491b\">moveupdate</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4f3f92ac7e33ec63e49914610d1cd5ed\">obj</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a1dd72a6eb3f660ee7ae95848e534b5b4\">oldx</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a732ab21f88b48cad06541e86e4f5166c\">oldy</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a17fb13fa8c9bb02af137a6f5e83d2620\">rect</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aafe402d4ccb42214e7afa642a97a91ee\">rupes</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#af93fcffe1d5f4b16ad7ca71b54a779d7\">totalhp</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a20c476e0a1df612e3560916b9beda6ef\">update</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#aacc64de5a021da2b0cfd9535309617e3\">useitem</a>(self)</td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr class=\"even\"><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a4671e233ca20a575cd6cf6019a56bb12\">walkDown</a></td><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html\">actor.player.Player</a></td><td class=\"entry\"></td></tr>\n  <tr><td class=\"entry\"><a class=\"el\" href=\"classactor_1_1player_1_1_player.html#a6a324fb53de6ee4b4bab31ea3fc0ffcf\">walkLeft</a></td><td class=\"entry\"><a 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    "content": "<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Transitional//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd\">\n<html xmlns=\"http://www.w3.org/1999/xhtml\">\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/xhtml;charset=UTF-8\"/>\n<meta http-equiv=\"X-UA-Compatible\" content=\"IE=9\"/>\n<meta name=\"generator\" content=\"Doxygen 1.8.13\"/>\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n<title>The Legend of Python: Class Members - Variables</title>\n<link href=\"tabs.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"jquery.js\"></script>\n<script type=\"text/javascript\" src=\"dynsections.js\"></script>\n<link href=\"search/search.css\" rel=\"stylesheet\" type=\"text/css\"/>\n<script type=\"text/javascript\" src=\"search/searchdata.js\"></script>\n<script type=\"text/javascript\" src=\"search/search.js\"></script>\n<link href=\"doxygen.css\" rel=\"stylesheet\" type=\"text/css\" 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    "path": "src/README.md",
    "content": "# Project Name Source Code\n\nThe folders and files for this project are as follows:\n\nN/A\n"
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  {
    "path": "src/__main__.py",
    "content": "## @file __main__.py\n# @title Main Game Running File\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date December 4 2018\n\nimport pygame\n\nfrom actor.player import *\nfrom actor.healthbar import *\nfrom actor.rupee import *\nfrom actor.keys import*\nfrom actor.constants import *\nfrom config.colour import *\nfrom config.window import *\nfrom collision.levelmanager import *\nfrom actor.renderfont import *\nfrom time import *\nfrom collision.leveldata import *\n\n## Sprite for the menu_sprite objects\nmenu_sprite = pygame.sprite.Sprite()\n## Make list of all sprites to be printed at the menu.\nmenulist = pygame.sprite.Group()\n## Make list of all printed sprites in game\nspritelist = pygame.sprite.Group()\n## Make list of all player-collidable objects\ncollidlist = pygame.sprite.Group()\n## Make list of all updating sprites\nupdatelist = pygame.sprite.Group()\n## Permanent list for drawing\nhudlist = pygame.sprite.Group()\n## Global clock for refresh rate for each window.\nclock = pygame.time.Clock()\n\nwinState = False\n\n## @brief Function to add an element to the sprite/collision/update list\n# @param elem Element to be added to the lists\n# @param a Boolean on whether to add elem to sprite list\n# @param b Boolean on whether to add elem to collision list\n# @param c Boolean on whether to add elem to update list\ndef ATL(elem, a, b, c):\n    if(a):\n        spritelist.add(elem)\n    if(b):\n        collidlist.add(elem)\n    if(c):\n        updatelist.add(elem)\n\n## @brief Function to empty all object lists in main loop (sprite, collide, update, hud)\ndef empty_sprites():\n    menulist.empty()\n    spritelist.empty()\n    collidlist.empty()\n    updatelist.empty()\n    hudlist.empty()\n\n\n## @brief In-game state function\n# @detail This function acts whenever the user is in game, controlling the player and navigating the dungeon. It plays the background audio,\n# loads all the assests, and loops to update all objects and constantly print them on screen\ndef game_state():\n    #Initial Draw Function\n    audio_track1 = \"src/sound/music/dungeon.mp3\"\n    audio_track2 = \"src/sound/soundfx/link-die.wav\"\n    pygame.mixer.pre_init(44100, -16, 3, 512)\n    pygame.mixer.init()\n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n    #MakeLevel([True, True, True, True], [], [[100,200+Y_OFFSET,'S'],[400, 200+Y_OFFSET, 'K'], [200, 200+Y_OFFSET, 'K'], [300,200+Y_OFFSET, 'K']],[], spritelist, collidlist, updatelist)\n    rupeebar = Rupee_Bar(Wwidth/3,20)\n    hudlist.add(rupeebar)\n    #MakeLevel([True, True, True, True], [], [[100,200,'S'],[400, 200, 'K'], [200, 200, 'K'], [300,200, 'K']], [300, 200, 'A'],spritelist, collidlist, updatelist)\n\n    LVMNG = LevelManager(spritelist, collidlist, updatelist)\n    LVMNG.make(2, 5)\n\n    Rupee_Count = Render_Font(Wwidth/3 + 30,30, \"x 0\",12,WHITE)\n    hudlist.add(Rupee_Count)\n    Keys_Count = Render_Font(Wwidth/2 + 130,30, \"x 0\",12,WHITE)\n    hudlist.add(Keys_Count)\n\n\n\n    healthbar = Health_Bar(10,20)\n    hudlist.add(healthbar)\n\n    keysbar = Keys_Bar(Wwidth-140, 20)\n    hudlist.add(keysbar)\n\n    Life_Font = Render_Font(15,6, \"-LIFE-\",14,(255, 0, 0))\n    hudlist.add(Life_Font)\n\n    Rupee_Font = Render_Font(Wwidth/3 + 25,8, \"-RUPEES-\",12,(124, 0, 255))\n    hudlist.add(Rupee_Font)\n  \n    Keys_Font = Render_Font(Wwidth-120,5, \"-KEYS-\", 14,PURPLE)\n    hudlist.add(Keys_Font)\n\n\n    #Make player, and set obj list to collidlist\n    player = Player(Wwidth/2-20,Wheight/2+10, [healthbar, Rupee_Count, Keys_Count])\n    player.obj = collidlist\n    ATL(player, True, False, True)\n\n\n    # Main run loop\n    run = True\n    pygame.mixer.music.set_volume(0.1)\n    pygame.mixer.music.load(audio_track1)\n    pygame.mixer.music.play(loops=-1)\n\n    while run:\n \n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                run = False\n\n           # Key pressed down\n            elif event.type == pygame.KEYDOWN:\n                if event.key == pygame.K_a:\n                    player.move(0, True)\n                elif event.key == pygame.K_d:\n                    player.move(2, True)\n                elif event.key == pygame.K_w:\n                    player.move(1, True)\n                elif event.key == pygame.K_s:\n                    player.move(3, True)\n                elif event.key == pygame.K_k:\n                    player.attack()\n                elif event.key == pygame.K_l:\n                    player.useitem()\n                elif event.key == pygame.K_m:\n                    pygame.mixer.music.set_volume(0)\n                elif event.key == pygame.K_n:\n                    pygame.mixer.music.set_volume(0.1)\n                elif event.key == pygame.K_9:\n                    if(player.debug):\n                        player.debug = False\n                        player.speed = PLAYER_SPEED\n                    else:\n                        player.debug = True\n                        player.speed = 6\n                        player.rupes = 99\n                        player.rbar.updateText(\"x \" + str(player.rupes))\n\n            # Key let go\n            elif event.type == pygame.KEYUP:\n                if event.key == pygame.K_a:\n                    player.move(0, False)\n                elif event.key == pygame.K_d:\n                    player.move(2, False)\n                elif event.key == pygame.K_w:\n                    player.move(1, False)\n                elif event.key == pygame.K_s:\n                    player.move(3, False)\n        if (player.hp <= 0):\n            LVMNG.clear()\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track2))\n            sleep(1.5)\n            return True\n        ## This is where the win screen thing is set TODO\n        if (player.hasWon == True):\n            global winState \n            winState = True\n            return True\n\n        # if(self.rect.x > Wwidth - 50 or self.rect.x < 18 or self.rect.y > Wheight + Y_OFFSET - 108 or self.rect.y < Y_OFFSET + 18)\n        if(player.leveltrans):\n            player.leveltrans = False\n            player.spawning = True\n            if(player.rect.x > Wwidth - 50):\n                LVMNG.transition(1, 0)\n                player.rect.x = 32    \n            elif(player.rect.x < 18):\n                LVMNG.transition(-1, 0)\n                player.rect.x = Wwidth - 64\n            elif(player.rect.y > Wheight + Y_OFFSET - 108):\n                LVMNG.transition(0, 1)\n                player.rect.y = Y_OFFSET + 32\n            elif(player.rect.y < Y_OFFSET + 18):\n                LVMNG.transition(0, -1)\n                player.rect.y = Wheight - 64\n\n            ATL(player, True, False, True)\n        # This checks if the player is dead for death screen.\n       \n\n\n        if((len(LVMNG.enarray) == 0) and (len(LVMNG.boss) == 0) and (LVMNG.killed == False)):\n            LVMNG.endroom()\n        \n\n        updatelist.update()\n        window.fill(BLACK)\n        spritelist.draw(window)\n        hudlist.draw(window)\n\n        # Translate screen to window\n        pygame.display.flip()\n        \n        # Framerate\n        clock.tick(60)\n\n    return False\n\n\n\n## @brief Menu state function\n# @detail Function with loop to run audio, loop menu screen, and wait for the user to press K to start the game\ndef menu_state():\n    audio_track1 = \"src/sound/music/overworld.mp3\"\n    pygame.mixer.pre_init(48000, -16, 1, 512)\n    pygame.mixer.init()\n    pygame.mixer.music.set_volume(0.2)\n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n\n    sprite_list = []\n    menu_path1 = 'src/actor/sprites/menuscreen1.png'\n    menu_path2 = 'src/actor/sprites/menuscreen2.png'\n    menu_path3 = 'src/actor/sprites/menuscreen3.png'\n    \n\n    menu_sheet = SpriteSheet(menu_path1)\n    image = menu_sheet.get_image(0,0,480,376)\n    sprite_list.append(image)\n\n    menu_sheet = SpriteSheet(menu_path2)\n    image = menu_sheet.get_image(0,0,480,376)\n    sprite_list.append(image)\n\n    menu_sheet = SpriteSheet(menu_path3)\n    image = menu_sheet.get_image(0,0,480,376)\n    sprite_list.append(image)\n    \n    menu_sprite.rect = image.get_rect()\n    menu_sprite.rect.x = 0\n    menu_sprite.rect.y = 0\n\n    menulist.add(menu_sprite)\n  \n    pygame.mixer.music.load(audio_track1)\n    pygame.mixer.music.play(loops=-1)\n    i = 0\n    while (True):\n        \n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                pygame.quit()\n                return False\n            elif event.type == pygame.KEYDOWN:\n                if event.key == pygame.K_k:\n                    menulist.empty()\n                    pygame.mixer.music.fadeout(400*5)\n                    return True\n\n        if(i > 2):\n            i = 0\n        sleep(.25)\n        menu_sprite.image = sprite_list[i]\n\n        i += 1\n    \n        menulist.update()\n        menulist.draw(window)\n\n        pygame.display.flip()\n        clock.tick(60)\n                    \n## @brief Loading screen state function\n# @detail This function acts on the transition from menu to in-game, allowing the game to load all needed assets\ndef loading_state():\n   \n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n    window.fill(BLACK)\n\n    menu_font1 = Render_Font(Wwidth/2-150, Wheight/2, \"NOW LOADING...\",16,WHITE)\n    menulist.add(menu_font1)\n\n    for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                pygame.quit()\n   \n    menulist.update()\n    menulist.draw(window)\n    pygame.display.flip()\n    clock.tick(60)\n\n## @brief Death state function\n# @detail This function acts once the user has died, printing a message and waiting for input to either go back into game or to quit\ndef death_state():\n    audio_track1 = \"src/sound/music/death.mp3\"\n    pygame.mixer.pre_init(48000, -16, 2, 512)\n    pygame.mixer.init()\n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n    window.fill(BLACK)\n    pygame.mixer.music.load(audio_track1)\n    pygame.mixer.music.play()\n    menu_font1 = Render_Font(Wwidth/2-90, Wheight/2-20, \"You Died\",20,RED)\n    menu_font2 = Render_Font(Wwidth/2-13, Wheight/2+20, \"or Q: QUIT GAME\",14,WHITE)\n    menu_font3 = Render_Font(Wwidth/2-200, Wheight/2+20, \"K: MAIN MENU\",14,WHITE)\n    menulist.add(menu_font1)\n    menulist.add(menu_font2)\n    menulist.add(menu_font3)\n   \n\n    while (True):\n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                pygame.quit()\n            elif event.type == pygame.KEYDOWN:\n                if event.key == pygame.K_k:\n                    menulist.empty()\n                    empty_sprites()\n                    return False\n                    break\n                elif event.key == pygame.K_q:\n                    menulist.empty()\n                    return True\n                    break\n\n        menulist.update()\n        menulist.draw(window)\n        pygame.display.flip()\n        clock.tick(60)\n    return False\n\n## @brief Win state function\n# @detail This function acts when the player gets the objective object, signifying the end of the game, printing a win screen\ndef win_state():\n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n    window.fill(BLACK)\n\n    menu_font1 = Render_Font(Wwidth/2-135, Wheight/2-20, \"CONGRATULATIONS!\",18,BLUE)\n    menu_font2 = Render_Font(Wwidth/2-80,Wheight/2 +30, \"YOU WIN!\",20,BLUE)\n    menulist.add(menu_font1)\n    menulist.add(menu_font2)\n    while(True):\n        for event in pygame.event.get():\n                if event.type == pygame.QUIT:\n                    pygame.quit()\n                elif event.type == pygame.KEYDOWN:\n                    if event.key == pygame.K_k:\n                        return\n       \n        menulist.update()\n        menulist.draw(window)\n        pygame.display.flip()\n        clock.tick(60)\n\n## @brief Main Game Loop\n# @detail This function runs all states, and transitions from state to state when needed\ndef main():\n    while(True):\n        if (menu_state()):\n            loading_state()\n            menulist.empty()\n            if (game_state()):\n                if(winState):\n                    win_state()\n                    break\n                elif (death_state()):\n                    break\n            else:\n                break\n        else:\n            break\n    \n\n    print(\"Game Exit Succesful!\")\n    pygame.quit()\n\n\n\n\n\nif __name__==\"__main__\":\n    main()\n"
  },
  {
    "path": "src/actor/__init__.py",
    "content": ""
  },
  {
    "path": "src/actor/aquamentus.py",
    "content": "## @file aquamentus.py\n# @title Aquamentus Boss\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 8 2018\n\nimport random\n\nfrom .boss import *\nfrom .constants import *\nfrom .fireball import *\nfrom .spritesheet import *\nfrom .item import *\nfrom config.window import *\n\n# Sets spritemap to the proper sprite file for the boss\nSPRITE_MAP = 'src/actor/sprites/aquamentus.png'\n\n## @brief This class represents the Aquamentus Boss\nclass Aquamentus(Boss):\n    \n    ## @brief Constructor for Aquamentus\n    #  @details Constructor takes two parameters, the x and y coordinates\n    #  @param x X coordinate of the starting postion of the Aquamentus\n    #  @param y Y coordinate of the starting postion of the Aquamentus\n    def __init__(self, x, y):\n\n        # Call superclass constructor\n        Boss.__init__(self, x, y)\n\n        ## Represents wether or not the boss is attacking\n        self.isAttacking = False\n        ## Represents the frame that the boss starts an attack\n        self.attackStartFrame = 0\n        f1 = Fireball(-1000, -1000, 0, 0)\n        f2 = Fireball(-1000, -1000, 0, 0)\n        f3 = Fireball(-1000, -1000, 0, 0)\n        ## Represents the boss' fireballs\n        self.fireballs = [f1, f2, f3]\n\n        ## Aquamentus' set x speed\n        self.xSpeed = AQUAMENTUS_SPEED\n\n        ## Aquamentus' max health\n        self.maxHP = AQUAMENTUS_MAX_HP\n        ## Aquamentus' current health\n        self.HP = AQUAMENTUS_MAX_HP\n         ## Aquamentus' damage\n        self.dmg = AQUAMENTUS_DMG\n        \n        try:\n            # Load the sprite sheet\n            sheet = pygame.image.load(SPRITE_MAP).convert_alpha()\n            ## Sprite image \n            self.image = pygame.transform.scale(sheet, (64, 64))\n            self.image.set_colorkey(BLACK)\n            ## Array of sprites\n            self.sprites = populateSprites()\n        except pygame.error as message:\n            print(\"image did not load\")\n        ## Collision list\n        self.obj = None\n\n        ## Index for the array of sprites\n        self.spriteIndex = 0\n        ## Integer value representing the buffer for the number of hits for Aquamentus  after being hit by player character.\n        self.hitCount = 0\n        ## Represents the current state if Aquamentus has collided with player character attack.\n        self.isHit = False\n        ## This represents the previous x-location of Aquamentus in movement/stationary  state.\n        self.oldx = self.rect.x\n        ## This represents the previous y-location of Aquamentus in movement/stationary  state.\n        self.oldy = self.rect.y\n\n    ## @brief Evaluates the state of the Aquamentus\n    #  @details Evalautes if Aquamentus can stop, if it is\n    #  in iframes, if it collides with something, and if it has died\n    def checkState(self):\n\n        # Check for collision\n        collision = pygame.sprite.spritecollide(self, self.obj, False)\n        for i in collision:\n            # Wall collision\n            if (i.id == \"W\" or i.id == \"D\"):\n                # Put user at the edge of the wall the hit\n                i.collision(self)\n                self.swapDirection()\n\n        if (self.rect.x < Wwidth - 160):\n            self.rect.x = Wwidth - 159\n            self.swapDirection()\n\n        if (self.frameCounter % 120 == 30):\n            self.attack()\n        # Count down hit i-frames\n        if (self.isHit):\n            self.hitCount -= 1\n            if(self.hitCount == 0):\n                self.isHit = False\n\n        # Check for death\n        if (self.HP <= 0):\n            self.kill()\n\n    ## @brief Swaps Aquamentus' direction\n    #  @details Multiplies the speed in the x direction by -1\n    def swapDirection(self):\n        self.xSpeed = -1 * self.xSpeed\n\n    ## @brief Allows for Aquamentus to attack\n    #  @details Spawns fireballs at Aquamenuts' mouth and sets their move speed\n    def attack(self):\n        self.isAttacking = True\n        self.attackStartFrame = self.frameCounter\n        self.fireballs[0].start(self.rect.x, self.rect.y, -3, 0)\n        self.fireballs[1].start(self.rect.x, self.rect.y, -3, -1)\n        self.fireballs[2].start(self.rect.x, self.rect.y, -3, 1)\n\n    ## @brief Controls Aquamentus logic\n    #  @details Uses the states to control the Aquamentus\n    def bossLogic(self):\n\n        self.oldx = self.rect.x\n        self.oldy = self.rect.y\n        if self.isAttacking:\n            if (self.frameCounter - self.attackStartFrame > 60):\n                self.isAttacking = False\n\n        # set sprite\n        if (self.frameCounter % 25 == 0):\n            if (self.spriteIndex % 2 == 0):\n                self.spriteIndex = 1\n            else:\n                self.spriteIndex = 0\n\n            if self.isAttacking:\n                self.spriteIndex += 2\n        self.image = self.sprites[self.spriteIndex]\n\n        if(self.isHit):\n            if(self.hitCount % 2 == 0):\n                self.image = pygame.Surface([0, 0])\n\n## @brief Creates the sprite list for Aquamentus\n#  @details Iterates through a sprite sheet to pull images for the sprite array\n#  @return sprites Array if the sprites that represent the Aquamentus \ndef populateSprites():\n    try:\n        # Create empty sprite list\n        sprites = []\n\n        # Load sprite sheet\n        sheet = SpriteSheet(SPRITE_MAP)\n\n        # Populate spritelist\n        sprite = sheet.get_image(0, 0, 64, 64)\n        sprites.append(sprite)\n\n        sprite = sheet.get_image(64, 0, 64, 64)\n        sprites.append(sprite)\n\n        sprite = sheet.get_image(128, 0, 64, 64)\n        sprites.append(sprite)\n\n        sprite = sheet.get_image(196, 0, 64, 64)\n        sprites.append(sprite)\n\n        return sprites\n    except pygame.error as message:\n            print(\"image did not load\")\n"
  },
  {
    "path": "src/actor/boomerang.py",
    "content": "## @file Boomerang.py\n# @title Boomerang Weapon\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 6 2018\n\nimport pygame\nfrom .spritesheet import *\nfrom .constants import *\n\nSPRITE_MAP = 'src/actor/sprites/boomerang.png'\n\n## @brief Boomerang Weapon Class\n# @detail The class holding the creation, behaviour, and collision effects of the player's boomerang weapon\nclass Boomerang(pygame.sprite.Sprite):\n\n\t## @brief Boomerang constructor\n\t# @detail A sprite subclass constructor that takes an x and y position (the players), a direction for the boomerang's trajectory, a list of \n\t# collidable objects, as well as the player object (to add to the collision list)\n\t# @param x X coordinate of boomerang spawn\n\t# @param y Y coordinate of boomerang spawn\n\t# @param direction Direction of boomerang path\n\t# @param obj List of objects to check for collision with the boomerang\n\t# @param player Player object to also check collision for\n\tdef __init__(self, x, y, direction, obj, player):\n\t\t#Pygame sprite constructor\n\t\tsuper().__init__()\n\n\t\t## Boomerang sprite image\n\t\tself.image = pygame.Surface([16, 16])\n\t\t# Load the sprite sheet\n\t\tsheet = pygame.image.load(SPRITE_MAP).convert_alpha()\n\t\tself.image = pygame.transform.scale(sheet, (16,16))\n\t\tself.image.set_colorkey(BLACK)\n\n\t\t## Position of boomerang\n\t\tself.rect = self.image.get_rect()\n\n\t\t## Initial travel direction of boomerang\n\t\tself.dir = direction\n\n\t\t## Boomerang initial update speed\n\t\tself.speed = BOOM_SPEED\n\n\t\t## List of objects the boomerang could collide with\n\t\tself.obj = obj\n\t\tself.obj.add(player)\n\n\t\t## Boolean to tell when the boomerang should be deleted\n\t\tself.killable = False\n\n\t\t## List of sprites for boomerang\n\t\tself.sprites = populateSprites()\n\t\t\n\t\t## Index of the current sprite\n\t\tself.spriteIndex = 0\n\n\t\t## Total number of frames boomerang is onscreen\n\t\tself.frameCounter = 0\n\n\t\t#Trajectory calculations\n\t\tif(direction == 0):\n\t\t\tself.spriteIndex = 3\n\t\t\tself.rect.x = x - 16\n\t\t\tself.rect.y = y + 8\n\n\t\telif(direction == 1):\n\t\t\tself.spriteIndex = 0\n\t\t\tself.rect.x = x + 8\n\t\t\tself.rect.y = y - 16\n\n\t\telif(direction == 2):\n\t\t\tself.spriteIndex = 1\n\t\t\tself.rect.x = x + 32\n\t\t\tself.rect.y = y + 8\n\n\t\telif(direction == 3):\n\t\t\tself.spriteIndex = 2\n\t\t\tself.rect.x = x + 8\n\t\t\tself.rect.y = y + 32\n\n\t## @brief Boomerang position updating function, updating position based on changing trajectory speed\n\tdef moveupdate(self):\n\t\tif(self.dir == 0):\n\t\t\tself.rect.x -= self.speed\n\t\telif(self.dir == 1):\n\t\t\tself.rect.y -= self.speed\n\t\telif(self.dir == 2):\n\t\t\tself.rect.x += self.speed\n\t\telif(self.dir == 3):\n\t\t\tself.rect.y += self.speed\n\t\tself.speed -= BOOM_RETURN\n\n\t## @brief Boomerang collision updating function, constantly checking for collisions and acting accordingly\n\tdef collisionupdate(self):\n\t\titemcollid = pygame.sprite.spritecollide(self, self.obj, False)\n\t\tfor i in itemcollid:\n\t\t\tif i.id == \"W\" or i.id == \"D\":\n\t\t\t\tif(self.speed > 0):\n\t\t\t\t\tself.speed = -self.speed\n\t\t\telif i.id == \"E\":\n\t\t\t\tif(not i.isHit):\n\t\t\t\t\ti.stuncount = int(ENEMY_STUNCOUNT * stuncoeffient(self.frameCounter)) + 10\n\t\t\t\tif(self.speed > 0):\n\t\t\t\t\tself.speed = -self.speed\n\t\t\telif i.id == \"P\":\n\t\t\t\t\ti.groups()[2].remove(i)\n\t\t\t\t\tself.killable = True\n\n\t## @brief Updates the boomerang sprite every 10 frames\n\tdef spriteupdate(self):\n\t\t# Use 1 as it skips first frame\n\t\tif (self.frameCounter % 10 == 0):\n\t\t\tself.spriteIndex += 1\n\t\t\n\t\t# If it iterates past the max amount of sprites start at the beginning\n\t\tif self.spriteIndex == 4:\n\t\t\tself.spriteIndex = 0\n\t\t\n\t\tself.image = self.sprites[self.spriteIndex]\n\n\t## @brief Boomerang updating function, repeatedly running moveupdate and collisionupdate\n\tdef update(self):\n\t\tself.moveupdate()\n\t\tself.spriteupdate()\n\t\tself.collisionupdate()\n\t\tself.frameCounter += 1\n\n\t\t\n\t## @brief Default collision function to satisfy other class collision calls to this object\n\tdef collision(self):\n\t\tpass;\n\n## @brief Creates the sprite list for Boomerang\n#  @details Iterates through a sprite sheet to pull images for the sprite array\n#  @return sprites Array if the sprites that represent the Boomerang\ndef populateSprites():\n\t# Create empty sprite list\n\tsprites = []\n    \n\t# Load sprite sheet\n\tsheet = SpriteSheet(SPRITE_MAP)\n\n\t# Populate spritelist\n\tsprite = sheet.get_image(0, 0, 16, 16)\n\tsprites.append(sprite)\n\n\tsprite = sheet.get_image(16, 0, 16, 16)\n\tsprites.append(sprite)\n\n\tsprite = sheet.get_image(32, 0, 16, 16)\n\tsprites.append(sprite)\n\n\tsprite = sheet.get_image(48, 0, 16, 16)\n\tsprites.append(sprite)\n\n\treturn sprites\n\n## @brief Finds the coeffient for the stun value\n#  @detail Uses a quadradic equation with the frame counter to find the coefficent\n#  @param x The current frame of the boomerang\n#  @return c The coefficent for the boomerang stun\ndef stuncoeffient(x):\n\tc = -0.001 * (x * (x - 65))\n\treturn c"
  },
  {
    "path": "src/actor/boss.py",
    "content": "## @file Boss.py\n# @title Boss Template\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nimport random\nfrom .constants import *\nfrom config.window import *\n\n## @brief Superclass for representing a Boss\nclass Boss(pygame.sprite.Sprite):\n\n    ## @brief Constructor for Boss\n    #  @details Constructor takes two parameters, the x and y coordinates\n    #  @param x X coordinate of the starting postion of the Boss\n    #  @param y Y coordinate of the starting postion of the Boss\n    def __init__(self, x, y):\n        \n        # Call superclass constructor\n        super().__init__()\n\n        ## Boss Pygame surface\n        self.image = pygame.Surface([64, 64])\n\n        # Set the values for the rectangle that defines the objects bounds\n        ## Rectanlge that represents boss\n        self.rect = self.image.get_rect()\n        ## X postion of the boss\n        self.rect.x = x\n        ## Y postion of the boss\n        self.rect.y = y+Y_OFFSET\n\n        # Set id to type 'Enemy'\n        ## Boss ID\n        self.id = \"E\"\n        \n        ## Wether the boss is hit or not\n        self.isHit = False\n\n        ## The amount of stun frames the boss has remaining\n        self.stuncount = 0\n\n        # Set enemy stats\n        # These will be overwritten by the subclass\n\n        ## Boss' max health\n        self.maxHP = 0\n        ## Boss' current health\n        self.HP = 0\n\n        ## Boss' damage\n        self.dmg = 0\n\n        ## Boss' hit count\n        self.hitCount = 0\n\n        ## Boss' speed in the x direction\n        self.xSpeed = 0\n        ## Boss' speed in the y direction\n        self.ySpeed = 0\n\n        ## Total number of frames the boss has been alive for\n        self.frameCounter = 0\n    \n    ## @brief Empty function for evaluating Boss state\n    def checkState(self):\n        pass\n\n    ## @brief Moves the Boss\n    #  @details Adds the x speed and y speed to the x and y postion of the \n    #  Boss\n    def move(self):\n        self.rect.x += self.xSpeed\n        self.rect.y += self.ySpeed\n\n    ## @brief Empty function for logic of Boss\n    def bossLogic(self):\n        pass\n\n    ## @brief Update loop for a Boss\n    #  @details Checks state, does the logic, and then moves Boss\n    def update(self):\n        if(self.stuncount == 0):\n            self.checkState()\n\n            self.bossLogic()\n            # Hacky fix for slower boss movement but what ever\n            if (self.frameCounter % 2 == 0):\n                self.move()\n\n            self.frameCounter += 1\n        else:\n            self.stuncount -= 1\n\n    ## @brief Hit dectetion for Boss\n    #  @details Handles health and iframes\n    def hit(self, dir):\n        if(not self.isHit):\n            self.HP -= 1\n            self.hitCount = 50\n            self.isHit = True"
  },
  {
    "path": "src/actor/constants.py",
    "content": "## @file Constants.py\n# @title Actor Constants\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\n# Actor constants\n\n# Actor Colours\n## Defines the colour black\nBLACK = (0,0,0)\n## Defines the colour white\nWHITE = (255, 255, 255)\n## Defines the colour purple\nPURPLE = (255, 50, 255)\n## Defines the colour red\nRED = (255, 50, 50)\n## Defines the color blue\nBLUE = (0,0,255)\n\n# player constants\n\n## Defines the player's width\nPLAYER_WIDTH = 15\n## Defines the player's height\nPLAYER_HEIGHT = 15\n## Defines the player's speed\nPLAYER_SPEED = 2\n## Defines the player's max hp\nPLAYER_MAX_HP = 3\n## Defines how many frames the player collides with a locked door before a key is used\nPLAYER_DOORCOUNT = 20\n## Defines how long the player is uncontrollable for when entering a new room (movement to walk out of door)\nPLAYER_SPAWNCOUNT = 8\n\n## Defines the speed of the knock back applied per frame\nHIT_SPEED = 12\n## Defines the number of frames hit speed is applied for\nHIT_TIME = 5\n## Defines the number of iframes\nHIT_IFRAME = 30\n\n## Defines the width of the attack hitbox\nATK_WIDTH = 15\n## Defines the height of the attack hitbox\nATK_HEIGHT = 15\n## Defines the number of frames the hit stays out for\nATK_LENGTH = 10\n## Defines the number of frames before the next attack can start\nATK_BUFFER = 20\n\n## Defines the bommerang speed\nBOOM_SPEED = 9\n## Defines the acceleration in the opposite direction of the bommerang's travel path\nBOOM_RETURN = 0.3\n\n## Coordinate Divisor that determines range in which next sprite should render\nGLOBAL_FRAME_BUFFER = 12\n\n# Keese constants\n\n## Defines the keese's max hp\nKEESE_MAX_HP = 1\n## Defines the keese's damage\nKEESE_DMG = 0.5\n## Defines the keese's max speed\nKEESE_MAX_SPEED = 2\n## Defines the keese's min speed\nKEESE_MIN_SPEED = 1\n## Defines the keese's minimum magnitude from its determined travel point before stopping\nACCEPTABLE_RADIUS = 20\n## Defines the keese's minimum magnitude for selecting its next travel point\nKEESE_MAGNITUDE_MIN = 200\n\n# Stalfos constants\n\n## Defines the stalfos' max hp\nSTALFOS_MAX_HP = 2\n## Defines the stalfos' damage\nSTALFOS_DMG = 1\n## Defines the stalfos' speed\nSTALFOS_SPEED = 1\n## Defines the stalfos' speed during knockback\nSTALFOS_HIT_SPEED = 10\n\n## Length of frames an enemy will be stunned for when hit by a boomerang\nENEMY_STUNCOUNT = 35\n\n# Aquamentus constants\n\n## Defines the aquamentus' max hp\nAQUAMENTUS_MAX_HP = 5\n## Defines the aquamentus' damage\nAQUAMENTUS_DMG = 2\n## Defines the aquamentus' speed\nAQUAMENTUS_SPEED = 1\n\n# Fireball constants\n\n## Defines the fireballs damage\nFIREBALL_DMG = 1\n"
  },
  {
    "path": "src/actor/enemy.py",
    "content": "## @file enemy.py\n# @title Enemy Template\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nimport random\nfrom .constants import *\nfrom config.window import *\n\n## @brief Superclass for representing an Enemy\nclass Enemy(pygame.sprite.Sprite):\n\n    ## @brief Constructor for Enemy\n    #  @details Constructor takes two parameters, the x and y coordinates\n    #  @param x X coordinate of the starting postion of the Enemy\n    #  @param y Y coordinate of the starting postion of the Enemy\n    def __init__(self, x, y):\n        \n        # Call superclass constructor\n        super().__init__()\n\n        ## Enemy Pygame surface\n        self.image = pygame.Surface([32, 32])\n\n        ## Rectanlge that represents enemy\n        self.rect = self.image.get_rect()\n        ## Enemy x postion\n        self.rect.x = x\n        ## Enemy y postion\n        self.rect.y = y + Y_OFFSET\n\n        ## Enemy Id type\n        self.id = \"E\"\n        \n        ## Wether the enemy is hit\n        self.isHit = False\n        ## Remaining stun frames\n        self.stuncount = 0\n\n        # Set enemy stats\n        # These will be overwritten by the subclass\n\n        ## Enemy max health\n        self.maxHP = 0\n        ## Enemy current health\n        self.HP = 0\n\n        ## Enemy damage\n        self.dmg = 0\n\n        # Hit Stats\n        ## This represents the  buffer for the number of hits for the Enemy after being hit by player character.\n        self.hitCount = 0\n        ## Represents the direction Enemy is hit in by player character attack.\n        self.hitdir = 0\n\n        ## Enemy speed in the x direction\n        self.xSpeed = 0\n        ## Enemy speed in the y direction\n        self.ySpeed = 0\n\n        ## Total number of frames the enemy has been alive\n        self.frameCounter = 0\n\n    ## @brief Empty function for evaluating Enemy state\n    def checkState(self):\n        pass\n\n    ## @brief Moves the Enemy\n    #  @details Adds the x speed and y speed to the x and y postion of the \n    #  Enemy\n    def move(self):\n        self.rect.x += self.xSpeed\n        self.rect.y += self.ySpeed\n\n    ## @brief Empty function for logic of Enemy\n    def enemyLogic(self):\n        pass\n\n    ## @brief Update loop for a Enemy\n    #  @details Checks state, does the logic, and then moves Enemy\n    def update(self):\n        if(self.stuncount == 0):\n            self.checkState()\n\n            self.enemyLogic()\n\n            self.move()\n\n            self.frameCounter += 1\n        else:\n            self.stuncount -= 1\n\n    ## @brief Hit dectetion for Enemy\n    #  @details Handles health, iframes and knockback direction\n    #  @param direc Direction of the knockback\n    def hit(self, direc):\n        if(not self.isHit):\n            self.hitdir = direc\n            self.isHit = True\n            self.HP -= 1\n            self.hitCount = 30\n"
  },
  {
    "path": "src/actor/fireball.py",
    "content": "## @file fireball.py\n# @title Fireball object\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nfrom .constants import *\nfrom .spritesheet import SpriteSheet\n\nSPRITE_MAP = 'src/actor/sprites/fireball.png'\n\n## @brief This class represents the Fireball object\nclass Fireball(pygame.sprite.Sprite):\n\n    ## @brief Constructor for Fireball\n    #  @details Constructor takes four parameters, the x and y coordinates and \n    #  the x and y speeds\n    #  @param x X coordinate of the starting postion of the Fireball\n    #  @param y Y coordinate of the starting postion of the Fireball\n    #  @param xSpeed The speed in the x direction of the Fireball\n    #  @param ySpeed The speed in the y direction of the Fireball\n    def __init__(self, x, y, xSpeed, ySpeed):\n        \n        # Call superclass constructor\n        super().__init__()\n\n        ## Fireball surface\n        self.image = pygame.Surface([16, 32])\n\n        ## Rectangle that represents the fireball\n        self.rect = self.image.get_rect()\n        ## Fireball x postion\n        self.rect.x = x\n        ## Fireball y positon\n        self.rect.y = y\n\n        ## Fireball ID type\n        self.id = \"E\"\n\n        ## Wether the fireball is hit\n        self.isHit = False\n\n        # Set fireball stats\n        ## Fireball damage\n        self.dmg = FIREBALL_DMG\n\n        ## Fireball hit frames\n        self.hitCount = 0\n\n        ## Fireball speed in the x direction\n        self.xSpeed = xSpeed\n        ## Fireball speed in the y direction\n        self.ySpeed = ySpeed\n\n        ## Total number of frames fireball is alive\n        self.frameCounter = 0\n\n        try:\n            # Load the sprite sheet\n            sheet = pygame.image.load(SPRITE_MAP).convert_alpha()\n            ## Fireball current sprite\n            self.image = pygame.transform.scale(sheet, (16,20))\n            self.image.set_colorkey(BLACK)\n            self.sprites = populateSprites()\n        except pygame.error as message:\n            print(\"image did not load\")\n\n        ## Fireball collision list\n        self.obj = None\n\n        ## Sprite list index\n        self.spriteIndex = 0\n    \n    ## @brief Starts the Fireball's movement\n    #  @details Sets the x and y postions and x and y speeds for Fireball\n    #  @param x X coordinate of where the Fireball is placed\n    #  @param y Y coordinate of where the Fireball is placed\n    #  @param xs The speed in the x direction of the Fireball\n    #  @param ys The speed in the y direction of the Fireball\n    def start(self, x, y, xs, ys):\n        self.rect.x = x\n        self.rect.y = y\n        self.xSpeed = xs\n        self.ySpeed = ys\n\n    ## @brief Ends the Fireball's movement\n    #  @details Sets the x and y speed to 0 and places the Fireball of screen\n    def end(self):\n        self.rect.x = -1000\n        self.rect.y = -1000\n        self.xSpeed = 0\n        self.ySpeed = 0\n\n    ## @brief Empty function for being hit by player\n    #  @details Needs to exist for when player sword collides with Fireball\n    def hit(self, dir):\n        pass\n\n    ## @brief Evaluates the state of the Fireball\n    #  @details Checks for collision with walls, doors, and players\n    def checkState(self):\n        \n        # Check for collision\n        collision = pygame.sprite.spritecollide(self, self.obj, False)\n        for i in collision:\n            # Wall collision\n            if (i.id == \"W\" or i.id == \"D\" or i.id == \"P\"):\n                self.end()\n\n    ## @brief Moves the Fireball\n    #  @details Adds the x speed and y speed to the x and y postion of the \n    #  Fireball\n    def move(self):\n        self.rect.x += self.xSpeed\n        self.rect.y += self.ySpeed\n\n    ## @brief Updates the Fireball sprite\n    #  @details Swaps between the 2 sprites every 15 frames\n    def logic(self):\n        if (self.frameCounter % 15 == 0):\n            if self.spriteIndex == 0:\n                self.spriteIndex = 1\n            else:\n                self.spriteIndex = 0\n            self.image = self.sprites[self.spriteIndex]\n\n    ## @breif Updates the Fireball every frame\n    #  @details Checks the state, applies the logic, and then moves the Fireball\n    def update(self):\n        self.checkState()\n        self.logic()\n        self.move()\n        self.frameCounter += 1\n\n## @brief Creates the sprite list for Fireball\n#  @details Iterates through a sprite sheet to pull images for the sprite array\n#  @return sprites Array if the sprites that represent the Fireball \ndef populateSprites():\n    try:\n        # Create empty sprite list\n        sprites = []\n        \n        # Load sprite sheet\n        sheet = SpriteSheet(SPRITE_MAP)\n\n        # Populate spritelist\n        sprite = sheet.get_image(0, 0, 16, 20)\n        sprites.append(sprite)\n        \n        sprite = sheet.get_image(16, 0, 16, 20)\n        sprites.append(sprite)\n\n        return sprites\n    except pygame.error as message:\n            print(\"image did not load\")"
  },
  {
    "path": "src/actor/healthbar.py",
    "content": "## @file healthbar.py\n# @title HealthBar Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nfrom .constants import *\nfrom .spritesheet import SpriteSheet\n\n## @brief This class represents the HealthBar for the user controlled player character.\n# @detail The HealthBar class uses the base class for visible game objects from Pygame library. \nclass Health_Bar(pygame.sprite.Sprite):\n    ## @brief Constructor HealthBar class.\n    # @detail Constructor for class initializes the x and y location of the HealthBar object.\n    # @param x this represents the x-coordinate at which the HealthBar object will be drawn.\n    # @param y this represents the y-coordinate at which the HealthBar object will be drawn.\n    def __init__(self, x, y):\n        super().__init__()\n\n        file_health_path = 'src/actor/sprites/healthbar.png'\n\n        health_sheet = pygame.image.load(file_health_path).convert_alpha()\n        ## This represents the sprite image for the Health_Bar object.\n        self.image = pygame.transform.scale(health_sheet, (32,32))\n        self.image.set_colorkey(BLACK)\n        ## This represents the spritesheet for the image for the Health_Bar object, containing all sprites associated with the health bar.\n        self.h_sprite_sheet = SpriteSheet(file_health_path)\n        ## This represents rectangle for position for the sprite image of the Health_Bar object.\n        self.rect = self.image.get_rect()\n        self.rect.y = y\n        self.rect.x = x\n\n    ## @brief Method to update the current sprite image for the healthbar.\n    # @detail This method will allow the HealthBar to update as soon as the player character is damaged/receives health.\n    # @param i value represening the number of heart sprites to render to screen.\n    def health(self, i):\n        self.image = self.h_sprite_sheet.get_image(0,0,(32 * i),32)\n    \n\n   \n"
  },
  {
    "path": "src/actor/item.py",
    "content": "## @file item.py\n# @title Consumable Items\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 6 2018\n\nimport pygame\nimport random\nfrom .spritesheet import *\nfrom .constants import *\n\n## @brief Consumable Item Class\n# @detail This class is used for the creation of a random consumable item, spawned once an enemy has been defeated on their last position before\n# despawn\nclass Item(pygame.sprite.Sprite):\n\n    ## @brief Item constructor\n    # @detail A sprite subclass constructor which takes a pair of x-y coordinates, commonly those of the killed enemy, and an item type, in the form of\n    # a randomly generated integer from 0 to the # of possible items\n    # @param x X coordinate of the spawned item\n    # @param y Y coordinate of the spawned item\n    # @param typ Integer value to specify the type of consumable item\n    def __init__(self, x, y, typ):\n        # Parent constructor\n        super().__init__()\n\n        self.image = pygame.Surface([20,15])\n\n        try:\n            # Make wall with given width and height, and sprite if one given\n            item_path = 'src/actor/sprites/items2.png'\n            sheet = pygame.image.load(item_path).convert_alpha()\n            item_sheet = SpriteSheet(item_path)\n\n            ## Item sprite image\n            self.image = pygame.transform.scale(sheet, (20, 15))\n            self.image.set_colorkey(BLACK)\n\n            ## List of possible item sprite images\n            self.itemsprite = []\n            image = item_sheet.get_image(0, 0, 32, 32)\n            self.itemsprite.append(image)\n            image = item_sheet.get_image(32, 0, 32, 32)\n            self.itemsprite.append(image)\n            image = item_sheet.get_image(64, 0, 32, 32)\n            self.itemsprite.append(image)\n            image = item_sheet.get_image(96, 0, 32, 32)\n            self.itemsprite.append(image)\n            image = item_sheet.get_image(128, 0, 32, 32)\n            self.itemsprite.append(image)\n            image = item_sheet.get_image(160, 0, 32, 32)\n            self.itemsprite.append(image)\n\n            self.image = self.itemsprite[typ]\n        except pygame.error as message:\n            print(\"image did not load\")\n\n        ## Item x and y position\n        self.rect = self.image.get_rect()\n        self.rect.y = y\n        self.rect.x = x\n\n        ## Collision ID (how other items tell what this item is)\n        self.id = \"I\"\n\n        # Type of item\n        # Index of items:\n        # 0 = heart\n        # 1 = rupy\n        # 2 = key\n        # 3 = triforce\n        # 4 = shop item\n        # 5 = 2-10x rupy (random value)\n\n        ## Integer value to determine what kind of item this is (rupee, heart, etc)\n        self.type = typ\n\n\n    ## @brief Collision handler for the player and the consumable item, depending on the item's type\n    # @param p Player object\n    def collision(self, p):\n        audio_track1 = \"src/sound/soundfx/get-heart.wav\"\n        audio_track2 = \"src/sound/soundfx/get-rupee.wav\"\n        audio_track3 = \"src/sound/soundfx/key-appear.wav\"\n        pygame.mixer.pre_init(32000, -16, 2, 512)\n        pygame.mixer.init()\n        if(self.type == 0):\n            if(p.hp < p.totalhp):\n                pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track1))\n                p.hp += 1\n                if(p.hp > p.totalhp):\n                    p.hp = p.totalhp\n                p.hbar.health(p.hp)\n                self.kill()\n        elif(self.type == 1):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track2))\n            p.rupes += 1\n            p.rbar.updateText(\"x \" + str(p.rupes))\n            self.kill()\n        elif(self.type == 2):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track3))\n            p.keys += 1\n            p.kbar.updateText(\"x \" + str(p.keys))\n            self.kill()\n        elif(self.type == 3):\n            p.hasWon = True\n            self.kill()\n        elif(self.type == 4):\n            if((not p.collidbuy) & (p.rupes > 4) & (p.hp < 3)):\n                pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track1))\n                p.collidbuy = True\n                p.rupes -= 5\n                p.hp += 1\n                if(p.hp > p.totalhp):\n                    p.hp = p.totalhp\n                p.hbar.health(p.hp)\n                p.rbar.updateText(\"x \" + str(p.rupes))\n        elif(self.type == 5):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track2))\n            p.rupes += random.randint(2,10)\n            p.rbar.updateText(\"x \" + str(p.rupes))\n            self.kill()\n"
  },
  {
    "path": "src/actor/keese.py",
    "content": "## @file keese.py\n# @title Keese Enemy\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport random\n\nfrom .enemy import *\nfrom .constants import *\nfrom .spritesheet import *\nfrom .item import *\nfrom config.window import *\n\nSPRITE_MAP = 'src/actor/sprites/keese.png'\n\n## @brief This class represents the Keese enemy\nclass Keese(Enemy):\n\n    ## @brief Constructor for Keese\n    #  @details Constructor takes two parameters, the x and y coordinates\n    #  @param x X coordinate of the starting postion of the Keese\n    #  @param y Y coordinate of the starting postion of the Keese\n    def __init__(self, x, y):\n        \n        # Call superclass constructor\n        Enemy.__init__(self,x,y)\n\n        ## Whether the Keese is moving\n        self.isMoving = False\n        ## Whether the Keese can stop\n        self.canStop = False\n        ## Whether the Keees is resting\n        self.isResting = False\n\n        ## Point the Keese is traveling to\n        self.travelPoint = [0,0]\n        ## The amount of frames the Keese will rest for\n        self.restTime = 0\n        ## The frame the Keese starts resting\n        self.restStartFrame = 0\n        ## The frame the Keese starts flying on\n        self.flyStartFrame = 0\n        ## The sprite list index\n        self.spriteIndex = 0\n\n        ## Keese max health\n        self.maxHP = KEESE_MAX_HP\n        ## Keese current health\n        self.HP = KEESE_MAX_HP\n\n        ## Keese damage\n        self.dmg = KEESE_DMG\n\n        # Load the sprite sheet\n        try:\n            sheet = pygame.image.load(SPRITE_MAP).convert_alpha()\n            ## Keese current sprite\n            self.image = pygame.transform.scale(sheet, (32,32))\n            self.image.set_colorkey(BLACK)\n            \n            ## Keese sprite list\n            self.sprites = populateSprites()\n            ## Set Keese starting sprite\n            self.image = self.sprites[0]\n        except pygame.error as message:\n            print(\"image did not load\")\n\n        ## The current x-directional speed for Keese in movement/stationary state.\n        self.xSpeed = 0\n        ## The current y-directional speed for Keese in movement/stationary state.\n        self.ySpeed = 0\n        ## Integer value representing the buffer for the number of hits for Keese after being hit by player character.\n        self.hitCount = 0\n        ## Represents the current state if Keese has collided with player character attack.\n        self.isHit = False\n\n    \n    ## @brief Sets the Keese rest length\n    #  @details Generates a random number between [1,2] inclusive as the\n    #  rest time between movements and sets the rest start frame to the\n    #  current frame\n    def genRestLength(self):\n\n        self.restTime = random.randint(1,2)\n        self.restStartFrame = self.frameCounter        \n\n    ## @brief Creates a new travel point for Keese\n    #  @details Generate a random point to move to between 0 an the width - 30\n    #  of the screen for the x coordinate and between 0 and the height - 30 of\n    #  the screen for the y coordinate\n    def genTravelPoint(self):\n    \n        flag = True\n\n        # Will only generate points that are not the current point and points that are a certain magnitude away for more seemless movement\n        while(flag):\n            flag = False\n\n            x = random.randint(0, Wwidth - 30)\n            y = random.randint(Y_OFFSET , Wheight - 30)\n\n            if (x == self.rect.x or y == self.rect.y):\n                flag = True\n\n            # Calculate magnitude of movement, if less than threshold choose new one\n            magnitude = (abs(x - self.rect.x)**2 + abs(y - self.rect.y)**2)**(1/2)\n\n            if (magnitude < KEESE_MAGNITUDE_MIN):\n                flag = True\n\n        self.travelPoint = [x, y]\n\n    ## @brief Iterates through the sprite list\n    #  @details Swaps between the two sprites that are avalible for the keese\n    def switchSprite(self):\n        if (self.spriteIndex == 0):\n            self.spriteIndex = 1\n        else:\n            self.spriteIndex = 0\n\n    ## @brief Stops the Keese\n    #  @details Sets the Keese speed in the x direction and the y direction to zero\n    def stop(self):\n\n        self.xSpeed = 0\n        self.ySpeed = 0\n\n    ## @brief Sets the Keese x and y movement speed\n    #  @details Compares the two lengths of travel (x and y) and sets the speed\n    #  in which ever direction is longer to the max speed and the other to a\n    #  scalar multiple of the max speed based on the ratio of the two lengths\n    def setMoveSpeed(self):\n        \n        yDistance = self.travelPoint[1] - self.rect.y\n        xDistance = self.travelPoint[0] - self.rect.x\n\n        # If the x distance is longer, make x direction the max speed, and set y porpotional to x\n        if (abs(xDistance) > abs(yDistance)):\n            self.xSpeed = KEESE_MAX_SPEED\n            self.ySpeed = (yDistance / xDistance) * self.xSpeed\n        elif (abs(xDistance) < abs(yDistance)):\n            self.ySpeed = KEESE_MAX_SPEED\n            self.xSpeed = (xDistance / yDistance) * self.ySpeed\n        else:\n            self.xSpeed = KEESE_MAX_SPEED\n            self.ySpeed = KEESE_MAX_SPEED\n\n        # Check to see if any speeds are below the minimum, if so set them to the minimum\n        if (abs(self.xSpeed) < KEESE_MIN_SPEED):\n            self.xSpeed = KEESE_MIN_SPEED\n        \n        if (abs(self.ySpeed) < KEESE_MIN_SPEED):\n            self.ySpeed = KEESE_MIN_SPEED\n\n        # Set the direction (Positive = down, right | Negative = up, left)\n        if (xDistance < 0):\n            self.xSpeed = -1 * abs(self.xSpeed)\n        else:\n            self.xSpeed = abs(self.xSpeed)\n\n        if (yDistance < 0):\n            self.ySpeed = -1 * abs(self.ySpeed)\n        else:\n            self.ySpeed = abs(self.ySpeed)\n\n    ## @brief Evaluates the state of the Keese\n    #  @details Evalautes if the Keese if moving, if it can stop, if it is in \n    #  iframes, and if it has died\n    def checkState(self):\n        audio_track1 = \"src/sound/soundfx/enemy-die.wav\"\n        pygame.mixer.pre_init(32000, -16, 2 , 512)\n        pygame.mixer.init()\n        # Check for movement\n        if (self.xSpeed != 0 or self.ySpeed != 0):\n            self.isMoving = True\n        else:\n            self.isMoving = False\n\n        # Check if stop conitions are met\n        if ((abs(self.travelPoint[0] - self.rect.x) < ACCEPTABLE_RADIUS) or ((abs(self.travelPoint[1] - self.rect.y)) < ACCEPTABLE_RADIUS)):\n            self.canStop = True\n        else: self.canStop = False\n\n        # Count down hit i-frames\n        if (self.isHit):\n            self.hitCount -= 1\n            if(self.hitCount == 0):\n                self.isHit = False\n\n        # Check for death\n        if (self.HP <= 0):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track1))\n            newi = Item(self.rect.x, self.rect.y, random.randint(0, 1))\n            self.groups()[0].add(newi)\n            self.groups()[1].add(newi)\n            self.kill()\n\n    ## @brief Controls Keese logic\n    #  @details Uses the states to control the Keese\n    def enemyLogic(self):\n\n        # While moving swap between the two sprites\n        if (self.isMoving):\n\n            flyFrameLength = self.frameCounter - self.flyStartFrame\n            \n            if (flyFrameLength <= 60):\n                if (flyFrameLength % 12 == 0):\n                    self.switchSprite() \n            else:\n                if (flyFrameLength % 8 == 0):\n                    self.switchSprite()\n\n            self.image = self.sprites[self.spriteIndex]\n        # While resting it will use the sitting sprite\n        else:\n            self.image = self.sprites[1]\n\n        if self.isResting:\n            if ( (self.frameCounter - self.restStartFrame) == self.restTime * 60): # 60 being the frames per second\n                self.isResting = False\n                self.genTravelPoint()\n                self.setMoveSpeed()\n        else:\n            if not self.isMoving:\n                self.genTravelPoint()\n                self.setMoveSpeed()\n                self.flyStartFrame = self.frameCounter\n            # Movement Logic\n            if self.canStop:\n                self.stop()\n                self.genRestLength()\n                self.isResting = True\n                \n## @brief Creates the sprite list for Keese\n#  @details Iterates through a sprite sheet to pull images for the sprite array\n#  @return sprites Array if the sprites that represent the Keese       \ndef populateSprites():\n    \n    # Create empty sprite list\n    sprites = []\n    \n    # Load sprite sheet\n    sheet = SpriteSheet(SPRITE_MAP)\n\n    # Populate spritelist\n    sprite = sheet.get_image(0, 0, 32, 32)\n    sprites.append(sprite)\n    \n    sprite = sheet.get_image(32, 0, 32, 32)\n    sprites.append(sprite)\n\n    return sprites\n"
  },
  {
    "path": "src/actor/keys.py",
    "content": "## @file keys.py\n# @title Key_Bar Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date December 4 2018\nimport pygame\nfrom .constants import *\nfrom .spritesheet import SpriteSheet\n\n## @brief This class represents the Key Bar object.\n# @detail The Key class uses the Pygame library and SpriteSheet module to create an image for the \nclass Keys_Bar(pygame.sprite.Sprite):\n    ## @brief Constructor for the Key Bar object.\n    # @detail Constructor for class initializes the x and y location of the Key Bar object.\n    # @param x this represents the x-coordinate at which the Key Bar object will be drawn.\n    # @param y this represents the y-coordinate at which the Key Bar object will be drawn.\n    def __init__(self, x, y):\n        super().__init__()\n\n        item_path = 'src/actor/sprites/items2.png'\n        sheet = pygame.image.load(item_path).convert_alpha()\n    \n        item_sheet = SpriteSheet(item_path)\n        ## This represents the sprite image of the Key Bar object.\n        self.image = pygame.transform.scale(sheet, (20, 15))\n        self.image.set_colorkey(BLACK)\n        self.image = item_sheet.get_image(64, 0, 32, 32)\n        \n\n        # Top left corner holds the x and y\n        ## This represents rectangle for collision and position for the sprite image of the Key Bar object.\n        self.rect = self.image.get_rect()\n        self.rect.y = y\n        self.rect.x = x\n    \n\n   "
  },
  {
    "path": "src/actor/player.py",
    "content": "## @file Player.py\n# @title Playable Characer\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 6 2018\n\nimport pygame\nfrom .constants import *\nfrom .spritesheet import SpriteSheet\nfrom .sword import *\nfrom .boomerang import *\nfrom config.window import *\nimport os\n\n## @brief Player Class\n# @detail A pygame sprite subclass for defining the creation of the game's playable character, as well as its interactions with both the user and other\n# entities within the game\nclass Player(pygame.sprite.Sprite):\n\n    ## @brief Player constructor\n    # @detail The constructor for the player object, used within the initialization of the game. The only arguments passed are an initial x and y\n    # position, as well as heads-up-display (HUD) elements.\n    # @param x Initial player x coordinate\n    # @param y Initial player y coordinate\n    # @param hud Array of HUD elements which act directly with the user's tracked values (health bar, rupy/key count)\n    def __init__(self, x, y, hud):\n        # Parent constructor\n        super().__init__()\n        \n        # Make an image of the sprite (can replace fill with img)\n        #self.image = pygame.Surface([PLAYER_WIDTH, PLAYER_HEIGHT])\n        file_path = 'src/actor/sprites/spritesheet_link2.png'\n        attack_path = 'src/actor/sprites/attack_basic.png'\n        \n        sheet = pygame.image.load(file_path).convert_alpha()\n\n        ## Player sprite image\n        self.image = pygame.transform.scale(sheet, (32,32))\n        self.image.set_colorkey(BLACK)\n        # Used in collision purposes\n        # P = player, W = wall, I = item\n\n        ## Collision ID (To tell other objects what this object is)\n        self.id = \"P\"\n\n        ## Boolean value to tell the game when the player has left the room, and a room transition is needed\n        self.leveltrans = False;\n     \n\n        ## Player x and y position\n        self.rect = self.image.get_rect()\n        self.rect.y = y\n        self.rect.x = x\n\n        ## Animation sprites for player walking left\n        self.walkLeft = []\n        ## Animation sprites for player walking right\n        self.walkRight = []\n        ## Animation sprites for player walking up\n        self.walkUp = []\n        ## Animation sprites for player walking down\n        self.walkDown = []\n        ## Animation sprites for player attacking\n        self.attacksprite = []\n        # Starting Position is Link facing Down\n        # Creates a SpriteSheet Object( Class is below def update(self): function)\n        sprite_sheet = SpriteSheet(file_path)\n        attack_sheet = SpriteSheet(attack_path)\n\n        \n        # Grabs the sprite at the specific location specified and appends the image to the respective list\n\n        # Down\n        image = sprite_sheet.get_image(0,0,32,32)\n        self.walkDown.append(image)                           \n        image = sprite_sheet.get_image(32,0,32,32)\n        self.walkDown.append(image)\n        \n        # Up                           \n        image = sprite_sheet.get_image(64,0,32,32)\n        self.walkUp.append(image)                         \n        image = sprite_sheet.get_image(96,0,32,32)\n        self.walkUp.append(image)\n\n        # Left                          \n        image = sprite_sheet.get_image(128,0,32,32)\n        self.walkLeft.append(image)\n        image = sprite_sheet.get_image(160,0,32,32)\n        self.walkLeft.append(image)\n        \n        # Right\n        image = sprite_sheet.get_image(224,0,32,32)\n        self.walkRight.append(image)\n        image = sprite_sheet.get_image(192,0,32,32)\n        self.walkRight.append(image)\n\n        # Attack (index is self.dir)\n        image = attack_sheet.get_image(64, 0, 32, 32)\n        self.attacksprite.append(image)\n        image = attack_sheet.get_image(32, 0, 32, 32)\n        self.attacksprite.append(image)\n        image = attack_sheet.get_image(96, 0, 32, 32)\n        self.attacksprite.append(image)\n        image = attack_sheet.get_image(0, 0, 32, 32)\n        self.attacksprite.append(image)\n\n        ## List of objects that the player can collide with\n        self.obj = None\n\n        ## Health bar corresponding to the player's health\n        self.hbar = hud[0]\n        ## Rupee bar corresponding to the player's rupy count\n        self.rbar = hud[1]\n        ## Key bar corresponding to the player's key count\n        self.kbar = hud[2]\n\n        # Character Vars to keep track of\n\n        ## Player's maximum HP amount\n        self.totalhp = PLAYER_MAX_HP\n\n        ## Player's current HP amount (starts at max)\n        self.hp = PLAYER_MAX_HP\n\n        ## Player's rupee counter\n        self.rupes = 0\n\n        ## Player's key counter\n        self.keys = 0\n\n        ## Whether the player is currently colliding with anything\n        self.collision = False\n\n        ## Whether the player has collided with the shop object\n        self.collidbuy = False\n\n        ## How long the player needs to walk into a locked door to use a key and unlock it\n        # (Prevents touching and unlocking doors by accident)\n        self.doorcount = PLAYER_DOORCOUNT\n\n        self.hbar.health(self.totalhp)\n\n        ## Checks whether the player has just entered a room\n        self.spawning = False\n        ## Number of frames before the user can take control of the player when they enter a room\n        self.spawncount = PLAYER_SPAWNCOUNT\n\n        # Vars for enemy hit and flyback effect\n\n        ## Boolean allowing and stoping the player from moving\n        self.moveable = True\n        ## Boolean to tell whether the player is attacking or not\n        self.attackbool = False\n        ## Attack counter, to control how long the attack lasts\n        self.attackcount = 0\n        ## Holder for a sword object when attacking\n        self.attacksword = None\n        ## Holder for a boomerang object when using item\n        self.item = None\n        ## Boolean to tell whether the player is using their boomerang or not\n        self.itembool = None\n        ## Player's x value one frame ago\n        self.oldx = self.rect.x\n        ## Player's y value one frame ago\n        self.oldy = self.rect.y\n        \n        # Direction array, starting from left going clockwise, 0 to 3\n        ## Boolean array to tell which directional buttons are pressed or not (starting left going clockwise, dirbool[0] is left, dirbool[1] is up, etc)\n        self.dirbool = [False, False, False, False]\n        ## Current direction the player is facing\n        self.dir = 0\n        ## Boolean on whether the player was recently hit\n        self.hit = False\n        ## How long a hit counts for on the player (how long until self.hit turns off)\n        self.hitcount = 0\n        ## Per-frame unit speed of player\n        self.speed = PLAYER_SPEED\n        ## Whether debug mode is on/off\n        self.debug = False\n        \n        self.kbar.updateText(\"x \" + str(self.keys))\n\n        self.rbar.updateText(\"x \" + str(self.rupes))\n\n        ## Has the player won or not\n        self.hasWon = False\n    ## @brief Function to move the player in a specified direction\n    def movechar(self):\n        if(self.dir == 0):\n            self.rect.x -= self.speed\n        elif(self.dir == 1):\n            self.rect.y -= self.speed\n        elif(self.dir == 2):\n            self.rect.x += self.speed\n        elif(self.dir == 3):\n            self.rect.y += self.speed\n\n    ## @brief Function to store which movement buttons are being pressed and let go of by the user\n    # @param d Direction related to the button pressed (integer value from 0 to 3, starting from the left and going clockwise)\n    # @param b Boolean value on whether the button is pressed or not\n    def move(self, d, b):\n        self.dirbool[d] = b\n\n    ## @brief Function to react to the user pressing the attack button, putting the player into an attack animation and spawning a sword for the duration\n    def attack(self):\n        #draw a sword for a few frames and make it hit the enemy\n        if((not self.attackbool) and (self.moveable)):\n            audio_track1 = \"src/sound/soundfx/sword-slash.wav\"\n            pygame.mixer.pre_init(32000, -16, 2, 512)\n            pygame.mixer.init()\n            self.attackbool = True\n            self.attackcount = ATK_LENGTH + ATK_BUFFER\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track1))\n            if(self.dir == 0):\n                self.attacksword = Sword(self.rect.x-self.rect.height/2 - 2, self.rect.y + self.rect.height/2 - 3, self.dir)\n            elif(self.dir == 1):\n                self.attacksword = Sword(self.rect.x + 5, self.rect.y - self.rect.height/2 - 5, self.dir)\n            elif(self.dir == 2):\n                self.attacksword = Sword(self.rect.x + self.rect.width - 6, self.rect.y + self.rect.height/2 - 3, self.dir)\n            elif(self.dir == 3):\n                self.attacksword = Sword(self.rect.x + self.rect.width/2 - 3, self.rect.y + self.rect.height - 8, self.dir)\n            self.groups()[0].add(self.attacksword)\n            self.moveable = False\n\n    ## @brief Function to react to the user pressing the use item button, putting the player into an attack animation and spawning a boomerang for the duration\n    def useitem(self):\n        audio_track2 = \"src/sound/soundfx/boomerang.wav\"\n        pygame.mixer.pre_init(32000, -16, 2, 512)\n        pygame.mixer.init()\n        if(not self.itembool and not self.attackbool and self.moveable):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track2))\n            self.itembool = True\n            self.item = Boomerang(self.rect.x, self.rect.y, self.dir, self.obj, self)\n            self.groups()[0].add(self.item)\n            self.groups()[1].add(self.item)\n            self.moveable = False\n\n    ### UPDATE LOOP FUNCTIONS\n\n    ## @brief Update function for player movement and according sprite animation\n    def moveupdate(self):\n        # Movement\n        self.oldx = self.rect.x\n        self.oldy = self.rect.y\n\n        if(self.spawning):\n            self.movechar()\n            self.spawncount -= 1\n            if(self.spawncount == 0):\n                self.spawning = False\n                self.spawncount = PLAYER_SPAWNCOUNT\n\n        elif(self.moveable):\n            if(self.dirbool[self.dir]):\n                self.movechar()\n            else:\n                a = 0\n                for i in self.dirbool:\n                    if i:\n                        self.dir = a\n                        self.movechar()\n                    a += 1\n\n        if(self.rect.x > Wwidth - 50 or self.rect.x < 18 or self.rect.y > Wheight + Y_OFFSET - 108 or self.rect.y < Y_OFFSET + 18):\n            self.leveltrans = True\n\n        ###\n        # Render Appropriate Sprites According to movement\n        if self.dir == 2:\n            frame = (self.oldx // GLOBAL_FRAME_BUFFER) % len(self.walkRight)\n            self.image = self.walkRight[frame]\n        elif self.dir == 0:\n            frame = (self.oldx// GLOBAL_FRAME_BUFFER) % len(self.walkLeft)\n            self.image = self.walkLeft[frame]\n        elif self.dir == 1:\n            frame = (self.oldy// GLOBAL_FRAME_BUFFER) % len(self.walkUp)\n            self.image = self.walkUp[frame]\n        elif self.dir == 3:\n            frame = (self.oldy// GLOBAL_FRAME_BUFFER) % len(self.walkDown)\n            self.image = self.walkDown[frame]\n        \n        ###\n\n    ## @brief Update function for attack and boomerang conditions, as well as handing user collision with enemies (damage taken)\n    # @detail Checks sword collision on enemies, and checks the timeout on both the sword and boomerang attack animations, telling the player\n    # when they can move again. Also updates the player and reacts accordingly to recieving damage.\n    def attackupdate(self):\n        if(self.attackbool):\n            self.attackcount -= 1\n            if(self.attackcount > ATK_BUFFER):\n                self.image = self.attacksprite[self.dir]\n                swordcollid = pygame.sprite.spritecollide(self.attacksword, self.obj, False)\n                for i in swordcollid:\n                    if (i.id == \"E\"):\n                        i.hit(self.dir)\n            elif(self.attackcount == ATK_BUFFER):\n              \n                self.moveable = True\n                self.attacksword.kill()\n                self.attacksword = None\n            elif(self.attackcount == 0):\n                self.attackbool = False\n\n        elif(self.itembool):\n            self.image = self.attacksprite[self.dir]\n            if(self.item.killable):\n                self.moveable = True\n                self.item.kill()\n                self.item = None\n                self.itembool = False\n                self.attackbool = True\n                self.attackcount = ATK_BUFFER\n\n        # Attack bounceback and invincibility frames\n        if(self.hit == True):\n            self.hitcount -= 1\n            if(self.hitcount%2 == 0):\n                self.image = pygame.Surface([0,0])\n            if(self.hitcount > HIT_IFRAME):\n                if(self.dir == 0):\n                    self.rect.x += HIT_SPEED\n                elif(self.dir == 1):\n                    self.rect.y += HIT_SPEED\n                elif(self.dir == 2):\n                    self.rect.x -= HIT_SPEED\n                elif(self.dir == 3):\n                    self.rect.y -= HIT_SPEED\n            elif(self.hitcount == HIT_IFRAME):\n                self.moveable = True\n            elif(self.hitcount == 0):\n                self.hit = False\n\n    ## @brief Update function to check collisions between the player and any specified collidable objects, and call their respective collision events\n    def collisionupdate(self):\n        #spritecollide(sprite, group, dokill, collided = None)\n        # Character and object collision\n        self.collision = False\n        collision = pygame.sprite.spritecollide(self, self.obj, False)\n        audio_track3 = \"src/sound/soundfx/link-hurt.wav\"\n        pygame.mixer.pre_init(32000, -16, 2, 512)\n        pygame.mixer.init()\n        for i in collision:\n            self.collision = True\n            # Wall collision\n            if (i.id == \"W\"):\n                # Put user at the edge of the wall the hit\n                i.collision(self)\n            # Item collision\n            elif (i.id == \"I\"):\n                # Consume item\n                i.collision(self)\n            # Enemy collision\n            elif ((i.id == \"E\") & (self.hit == False)):\n                # Stop movement update, throw backwards\n                pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track3))\n                if(self.hp - i.dmg <= 0):\n                    self.hp -= i.dmg\n                    self.hbar.health(0)\n                    if(self.attacksword != None):\n                        self.attacksword.kill()\n                        self.attacksword = None\n                    if(self.item != None):\n                        self.item.kill()\n                        self.item = None\n                    self.moveable = False\n                    ## Sprite function to delete a sprite object and all relations of the object in the project\n                    self.kill()\n                else:\n                    self.hp -= i.dmg\n                    if(self.attacksword != None):\n                        self.attacksword.kill()\n                        self.attacksword = None\n                    if(self.item != None):\n                        self.item.kill()\n                        self.item = None\n                    self.itembool = False\n                    self.attackbool = False\n                    self.attackcount = 0\n                    self.hbar.health(self.hp)\n                    self.hit = True\n                    self.moveable = False\n                    self.hitcount = HIT_TIME + HIT_IFRAME\n\n            elif (i.id == \"D\"):\n                # Open door\n                if((i.state == 0) & (self.hit == False)):\n                    pass\n                # Locked door\n                elif(i.state == 2):\n                    if(self.keys > 0):\n                        if(self.doorcount == 0):\n                            i.openDoor()\n                            self.keys -= 1\n                            self.kbar.updateText(\"x \" + str(self.keys))\n                            self.doorcount == PLAYER_DOORCOUNT\n                        else:\n                            self.doorcount -= 1\n                            i.collision(self)\n                    else:\n                        i.collision(self)\n                # Blocked door\n                else:\n                    i.collision(self)\n        if(not self.collision):\n            self.collidbuy = False\n            self.doorcount = PLAYER_DOORCOUNT\n\n    ## @brief Player master update function, running all update functions, repeated in main file loop\n    def update(self):\n\n        self.moveupdate()\n        self.attackupdate()\n        if(not self.debug):\n            self.collisionupdate()\n\n\n\n"
  },
  {
    "path": "src/actor/renderfont.py",
    "content": "## @file renderfont.py\n# @title Render_Font Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 8 2018\n\n\nimport pygame\n\n## @brief This class represents the Render_Font object.\n# @detail The Render_font uses the Pygame library, and is a subclass of the pygame.sprite class\nclass Render_Font(pygame.sprite.Sprite):\n\t## @brief Initializer for a rendered font sprite object\n\t# @detail Initializer function, takes an x, y, string, font size and colour, and returns a sprite object\n\t# of the given string at the given x and y coordinates\n\t# @param x Text sprite x coordinate\n    # @param y Text sprite y coordinate\n    # @param string Text of the text sprite (what string will be displayed)\n    # @param fontsize Size of the text\n    # @param color Colour of the text\n\tdef __init__(self, x, y,string,fontsize,color):\n\t\tsuper().__init__()\n\n\t\tpygame.font.init()\n\t\tself.color = color\n\t\tself.myfont = pygame.font.Font('src/config/the-legend-of-zelda-nes.ttf', fontsize)\n\t\ttextsurface = self.myfont.render(string, False, color)\n\t\t## This represents the sprite image for the Render_Font object.\n\t\tself.image = textsurface\n\t\t## This represents rectangle for  position for the sprite image of the Render_Font object.\n\t\tself.rect = self.image.get_rect()\n\t\tself.rect.x = x\n\t\tself.rect.y = y\n\n\t## @brief Function to update the string of an existing text sprite\n\t# @param string New string to be displayed\n\tdef updateText(self, string):\n\t\tself.image = self.myfont.render(string, False, self.color)\n"
  },
  {
    "path": "src/actor/rupee.py",
    "content": "## @file rupee.py\n# @title Rupee_Bar Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\nimport pygame\nfrom .constants import *\nfrom .spritesheet import SpriteSheet\n\n## @brief This class represents the RupeeBar object.\n# @detail The Rupee class uses the Pygame library and SpriteSheet module to create an image for the \nclass Rupee_Bar(pygame.sprite.Sprite):\n    ## @brief Constructor for the RupeeBar object.\n    # @detail Constructor for class initializes the x and y location of the RupeeBar object.\n    # @param x this represents the x-coordinate at which the RupeeBar object will be drawn.\n    # @param y this represents the y-coordinate at which the RupeehBar object will be drawn.\n    def __init__(self, x, y):\n        super().__init__()\n\n        item_path = 'src/actor/sprites/items2.png'\n        sheet = pygame.image.load(item_path).convert_alpha()\n    \n        item_sheet = SpriteSheet(item_path)\n        ## This represents the sprite image of the Rupee_Bar object.\n        self.image = pygame.transform.scale(sheet, (20, 15))\n        self.image.set_colorkey(BLACK)\n        self.image = item_sheet.get_image(32, 0, 32, 32)\n        \n\n        # Top left corner holds the x and y\n        ## This represents rectangle for collision and position for the sprite image of the Rupee_Bar object.\n        self.rect = self.image.get_rect()\n        self.rect.y = y\n        self.rect.x = x\n    \n\n   \n"
  },
  {
    "path": "src/actor/spritesheet.py",
    "content": "## @file spritesheet.py\n# @title SpriteSheet Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\nimport pygame\nfrom .constants import *\n\n## @brief This class represents the SpriteSheet object, allowing sprites to be loaded and processed.\n# @detail The SpriteSheet class uses the Pygame library to load images and change the transperancy on those images.\nclass SpriteSheet(object):\n    ## @brief Constructor for the SpriteSheet class.\n    # @detail This constructor initializes an image file using the Pygame library.\n    # @param file_name This is the string representing the path to the image file.\n    def __init__(self, file_name):\n        ## This represents the current spritesheet loaded from the specific file_name path.\n        self.sprite_sheet = pygame.image.load(file_name).convert_alpha()\n\n    ## @brief Accessor to return an image splice from the loaded SpriteSheet.\n    # @detail This accessor returns an image splice based on the x,y location and the height and width of the image.\n    # @param x The x-coordinate for starting point of the splice on the SpriteSheet.\n    # @param y The y-coordinate for starting point of the splice on the SpriteSheet.\n    # @param width The width of the splice on the SpriteSheet.\n    # @param height The height of the splice on the SpriteSheet.\n    # @return image This returns the newly spliced image after removing the image background transparency.\n    def get_image(self, x, y, width, height):\n\n        image = pygame.Surface([width, height]).convert()\n        image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))\n        image.set_colorkey(BLACK)\n\n        return image\n    ## @brief Accessor to return an image splice from the loaded SpriteSheet, WITHOUT removing the image background.\n    # @detail This accessor returns an image splice based on the x,y location and the height and width of the image.\n    # @param x The x-coordinate for starting point of the splice on the SpriteSheet.\n    # @param y The y-coordinate for starting point of the splice on the SpriteSheet.\n    # @param width The width of the splice on the SpriteSheet.\n    # @param height The height of the splice on the SpriteSheet.\n    # @return image This returns the newly spliced image WITHOUT removing the image background transparency.\n    def get_imageNT(self, x, y, width, height):\n\n        image = pygame.Surface([width, height]).convert()\n        image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))\n\n        return image\n"
  },
  {
    "path": "src/actor/stalfos.py",
    "content": "## @file stalfos.py\n# @title Stalfos Enemy\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\nimport random\n\nfrom .enemy import *\nfrom .constants import *\nfrom .spritesheet import *\nfrom .item import *\n\nSPRITE_MAP = 'src/actor/sprites/stalfos.png'\n\n## @brief This class represents the Stalfos enemy\nclass Stalfos(Enemy):\n\n    ## @brief Constructor for Stalfos\n    #  @details Constructor takes two parameters, the x and y coordinates\n    #  @param x X coordinate of the starting postion of the Keese\n    #  @param y Y coordinate of the starting postion of the Keese\n    def __init__(self, x, y):\n\n        ## Call superclass constructor\n        Enemy.__init__(self, x, y)\n\n        ## Boolean values for keeping track of the Stalfos state.\n        self.isMoving = False\n\n        ## Movement integer value for previous direction of movement for Stalfos state.\n        self.previousDirection = 0\n        ## Movement integer value for current direction of movement for Stalfos state.\n        self.direction = 0\n        ## Integer representing the frames walked by Staflos in movement state.\n        self.walkFrames = 0\n        ## Integer value for movement frame for Stalfos during movement state.\n        self.walkStartFrame = 0\n        ## This represents the previous x-location of Stalfos in movement/stationary  state.\n        self.oldx = self.rect.x\n        ## This represents the previous y-location of Stalfos in movement/stationary  state.\n        self.oldy = self.rect.y\n\n        ## This represents the list of objects Stalfos can collide with, in movement/stationary state.\n        self.obj = None\n\n        ## The integer value setting the Stalfos health to maximum health.\n        self.maxHP = STALFOS_MAX_HP\n        ## The integer value representing Current Stalfos health.\n        self.HP = STALFOS_MAX_HP\n\n        ## The integer value representing the current damage value that the Stalfos object has received from player character.\n        self.dmg = STALFOS_DMG\n\n        try:\n            ## Spritesheet for the acessing of the Stalfos sprite image.\n            sheet = pygame.image.load(SPRITE_MAP).convert_alpha()\n            ## Sprite image for the Stalfos object.\n            self.image = pygame.transform.scale(sheet, (32,32))\n            self.image.set_colorkey(BLACK)\n            \n            ## Creates a list of sprites list for Stalfos.\n            self.sprites = populateSprites()\n            ## Set Stalfos starting sprite\n            self.image = self.sprites[0]\n        except pygame.error as message:\n            print(\"image did not load\")\n\n        ## Represents the integer value for the current index in the sprite list for Stalfos.\n        self.spriteIndex = 0\n        ## Represents the integer value (0,1,2,3) direction Stalfos is hit in by player character attack.\n        self.hitdir = 0\n        ## Integer value representing the buffer for the number of hits for the Enemy after being hit by player character.\n        self.hitCount = 0\n       \n\n# If collides it stops moving\n\n# If isMoving == False\n# set xspeed and yspeed to 0\n\n# Movement: pick a direction, pick a distance, move, stop, repeat\n\n\n    ## @brief Evaluates the state of the Stalfos\n    #  @details Evalautes if the Stalfos if moving, if it can stop, if it is in \n    #  iframes, if it collides with something, and if it has died\n    def checkState(self):\n        audio_track1 = \"src/sound/soundfx/enemy-die.wav\"\n        pygame.mixer.pre_init(32000, -16, 2 , 512)\n        pygame.mixer.init()\n        ## Check for movement\n        if (self.xSpeed != 0 or self.ySpeed != 0):\n            self.isMoving = True\n        else:\n            self.isMoving = False\n        \n        # Check if stop conitions are met\n        framesWalked = self.frameCounter - self.walkStartFrame\n\n        if (framesWalked == self.walkFrames):\n            isMoving = False\n            self.stop()\n\n        # Count down hit i-frames\n        if (self.isHit):\n            \n            self.hitCount -= 1\n            if(self.hitCount > 20):\n                if(self.hitdir == 2):\n                    self.rect.x += STALFOS_HIT_SPEED\n                elif(self.hitdir == 3):\n                    self.rect.y += STALFOS_HIT_SPEED\n                elif(self.hitdir == 0):\n                    self.rect.x -= STALFOS_HIT_SPEED\n                elif(self.hitdir == 1):\n                    self.rect.y -= STALFOS_HIT_SPEED\n            if(self.hitCount == 0):\n                ## Represents the current state if Stalfos has collided with player character attack.\n                self.isHit = False\n\n        collision = pygame.sprite.spritecollide(self, self.obj, False)\n        for i in collision:\n            # Wall collision\n            if (i.id == \"W\" or i.id == \"D\"):\n                # Put user at the edge of the wall the hit\n                i.collision(self)\n                self.isMoving = False\n                self.stop()\n\n        # Check for death\n        if (self.HP <= 0):\n            pygame.mixer.Channel(2).play(pygame.mixer.Sound(audio_track1))\n            newi = Item(self.rect.x, self.rect.y, random.randint(0, 1))\n            self.groups()[0].add(newi)\n            self.groups()[1].add(newi)\n            self.kill()\n\n    ## @brief Controls Stalfos logic\n    #  @details Uses the states to control the Stalfos\n    def enemyLogic(self):\n        \n        self.oldx = self.rect.x\n        self.oldy = self.rect.y\n\n        if not self.isMoving:\n            self.stop()\n            self.genTravelPath()\n            self.setWalkSpeed()\n            self.walkStartFrame = self.frameCounter\n\n\n        # While moving swap between the two sprites\n        if (self.isMoving):\n            if (self.frameCounter % 8 == 0):\n                if (self.spriteIndex == 1):\n                    self.spriteIndex = 0\n                else:\n                    self.spriteIndex = 1\n        \n            self.image = self.sprites[self.spriteIndex]\n        # While resting it will use the sitting sprite\n        else:\n            self.image = self.sprites[1]\n\n        if(self.isHit):\n            if(self.hitCount%2 == 0):\n                self.image = pygame.Surface([0,0])\n\n    ## @brief Creates a new travel point for Stalfos\n    #  @details Generates a direction to walk and the distance to move\n    def genTravelPath(self):\n        \n        self.previousDirection = self.direction\n\n        flag = True\n\n        while(flag):\n            \n            flag = False\n\n            self.direction = random.randint(0, 3)\n            self.walkFrames = 60 * random.randint(1,3) \n\n            if (self.direction == self.previousDirection):\n                flag = True\n\n    ## @brief Sets the walk speed of the Stalfos\n    #  @details Sets speed based on the direction\n    def setWalkSpeed(self):\n\n        if (self.direction == 0):\n            self.xSpeed = -STALFOS_SPEED\n        elif (self.direction == 1):\n            self.xSpeed = STALFOS_SPEED\n        elif (self.direction == 2):\n            self.ySpeed = STALFOS_SPEED\n        else:\n            self.ySpeed = -STALFOS_SPEED\n    \n    ## @brief Stops the Stalfos\n    #  @details Sets the Stalfos speed in the x direction and the y direction to zero\n    def stop(self):\n        ## The current x-directional speed for Stalfos in movement/stationary state.\n        self.xSpeed = 0\n        ## The current y-directional speed for Stalfos in movement/stationary state.\n        self.ySpeed = 0\n\n## @brief Creates the sprite list for Stalfos\n#  @details Iterates through a sprite sheet to pull images for the sprite array\n#  @return sprites Array if the sprites that represent the Stalfos    \ndef populateSprites():\n    \n    # Create empty sprite list\n    sprites = []\n    \n    # Load sprite sheet\n    sheet = SpriteSheet(SPRITE_MAP)\n\n    # Populate spritelist\n    sprite = sheet.get_image(0, 0, 32, 32)\n    sprites.append(sprite)\n    \n    sprite = sheet.get_image(32, 0, 32, 32)\n    sprites.append(sprite)\n\n    return sprites"
  },
  {
    "path": "src/actor/sword.py",
    "content": "## @file sword.py\n# @title Player Sword\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 8 2018\nimport pygame\nfrom .spritesheet import *\nfrom .constants import *\n\n## @brief Player Sword Class\n# @detail Class for the creation and deletion of the sword sprite object, made when the player attacks\nclass Sword(pygame.sprite.Sprite):\n\t## @brief Sword constructor, taking an x and y coordinate, and the direction for the sword to be pointing (player direction)\n\t# @param x Sword's x coordinate\n\t# @param y Sword's y coordinate\n\t# @param direction Sword's direction (integer from 0 to 3, starting left, going clockwise)\n\tdef __init__(self, x, y, direction):\n\t\tsuper().__init__()\n\n\t\tsword_path = 'src/actor/sprites/attack_basic_sword.png'\n\t\tsheet = pygame.image.load(sword_path).convert_alpha()\n\t\tsword_sheet = SpriteSheet(sword_path)\n\n\t\t## Array of all possible sword directions (following usual directional standards, 0-3, starting at left going clockwise)\n\t\tself.sprite = []\n\t\timage = sword_sheet.get_image(28,0,26,14)\n\t\tself.sprite.append(image)\n\t\timage = sword_sheet.get_image(14,0,14,26)\n\t\tself.sprite.append(image)\n\t\timage = sword_sheet.get_image(54,0,26,14)\n\t\tself.sprite.append(image)\n\t\timage = sword_sheet.get_image(0,0,14,26)\n\t\tself.sprite.append(image)\n\n\n\t\tif(direction == 0):\n\t\t\t## Sprite image of the sword\n\t\t\tself.image = pygame.transform.scale(sheet, (26,14))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\tself.image = self.sprite[0]\n\t\t\t## Below is for testing\n\t\t\t#self.image = pygame.Surface([26, 14])\n\t\t\t#self.image.fill((200, 0, 0))\n\n\t\telif(direction == 1):\n\t\t\tself.image = pygame.transform.scale(sheet, (14,26))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\tself.image = self.sprite[1]\n\n\t\telif(direction == 2):\n\t\t\tself.image = pygame.transform.scale(sheet, (26,14))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\tself.image = self.sprite[2]\n\n\t\telif(direction == 3):\n\t\t\tself.image = pygame.transform.scale(sheet, (14,26))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\tself.image = self.sprite[3]\n\n\t\t## X and Y position of the sword\n\t\tself.rect = self.image.get_rect()\n\t\tself.rect.y = y\n\t\tself.rect.x = x\n"
  },
  {
    "path": "src/collision/__init__.py",
    "content": ""
  },
  {
    "path": "src/collision/block.py",
    "content": "## @file block.py\n# @title Block Class\n# @author Lucas Zacharewicz\n# @date November 21 2018\n\n\nimport pygame\nfrom config.window import *\nfrom actor.constants import *\nfrom actor.spritesheet import *\n\n## @brief This class represents the Block class for collision for objects in the environment.\nclass Block(pygame.sprite.Sprite):\n    ## @brief Constructor for the Block class.\n    # @detail Constructor for Block class initializes a block object based on the x/y location of the wall, and the sprite the collision for the wall will be created upon.\n    # @param x This represents the integer value for the x-location for the Block object to be created.\n    # @param y This represents the integer value for the y-location for the Block object to be created.\n    # @param sprite This represents the sprite that the collision for a Block will be present upon at all times.\n    def __init__(self, x, y, sprite):\n        # Parent constructor\n        super().__init__()\n\n        ## Forces block size to be 32 x 32\n        self.image = pygame.Surface([32, 32])\n\n        # Load the sprite sheet\n        sheet = pygame.image.load(sprite).convert_alpha()\n        ## block current sprite\n        self.image = pygame.transform.scale(sheet, (32,32))\n        self.image.set_colorkey(BLACK)\n\n        self.image = populate(sprite)\n\n        # Top left corner holds the x and y\n        ## This represents rectangle for position for the sprite image of the Block object.\n        self.rect = self.image.get_rect()\n        self.rect.y = y + Y_OFFSET\n        self.rect.x = x\n\n        # Collision ID\n        ## This represents the ID for the block object, used for collision in __main.py__.\n        self.id = \"W\"\n\n    ## @brief This method checks for collision with the Block object and other sprite object.\n    #  @detail The collision will be checked with the Block and other sprite object as the object collides with the block.\n    #  @param i This is the sprite object that is passed into the method, and checks if the object is colliding with the block object, reseting the sprite objects location accordingly.\n    def collision(self, i):\n        if(i.oldx + i.rect.width <= self.rect.x):\n            i.rect.x = self.rect.x - i.rect.width\n        elif(i.oldx >= self.rect.x + self.rect.width):\n            i.rect.x = self.rect.x + self.rect.width\n        elif(i.oldy + i.rect.height <= self.rect.y):\n            i.rect.y = self.rect.y - i.rect.height\n        elif(i.oldy >= self.rect.y + self.rect.height):\n            i.rect.y = self.rect.y + self.rect.height\n\n## @brief Opens the sprite for the object\n#  @details Opens and loads the sprite for the block\n#  @param map The spritemap to load from\n#  @return Sprite for the block\ndef populate(map):\n    \n    # Load sprite sheet\n    sheet = SpriteSheet(map)\n\n    # Populate spritelist\n    sprite = sheet.get_image(0, 0, 32, 32)\n\n    return sprite\n"
  },
  {
    "path": "src/collision/door.py",
    "content": "## @file door.py\n# @title Dungeon Door\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\nimport pygame\nfrom actor.spritesheet import *\nfrom config.window import *\n\n#Door is 64x + 40y\n\n## @brief Dungeon Door Class\n# @detail This class is used to place a door on one of four places of a dungeon room, to allow the player to walk through and\n# traverse to other rooms within the dungeon\nclass Door(pygame.sprite.Sprite):\n    ## @brief Door constructor, making a door on the specified side of the dungeon\n\t# @param direction Integer value of the wall the door will be on (direction from centre of room)\n\tdef __init__(self, direction, state):\n\t\t# Parent constructor\n\t\tsuper().__init__()\n\n\t\t# Get door sprite\n\t\tdungeon_path = 'src/actor/sprites/dungeonsprite.png'\n\t\tsheet = pygame.image.load(dungeon_path).convert()\n\t\tdungeon_sheet = SpriteSheet(dungeon_path)\n\n\t\tself.dungeon_sheet = dungeon_sheet\n\n\t\t## DOOR STATE\t\n\t\t# 0 = open\n\t\t# 1 = blocked (objective door)\n\t\t# 2 = locked (key door)\n\t\t## State of the door, integer value on whether the door is open(0), blocked by an objective(1), or locked(2) (blocked = eg. kill all enemies in room to open)\n\t\tself.state = state\n\t\tif(self.state > 2):\n\t\t\tself.state = 0\n\n\t\tself.dir = direction\n\n\t\tif(direction == 0):\n\t\t\t#674x, 0y, 40w, 64h\n\t\t\t## Sprite image of the door\n\t\t\tself.image = pygame.transform.scale(sheet, (40, 64))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\timage = dungeon_sheet.get_imageNT(674, 0 + 74 * self.state, 40, 64)\n\t\t\tself.image = image\n\n\t\t\t## X and y coordinates of the image\n\t\t\tself.rect = self.image.get_rect()\n\t\t\tself.rect.y = 128 +Y_OFFSET\n\t\t\tself.rect.x = 8\n\n\t\telif(direction == 1):\n\t\t\t#486x, 24y, 64w, 40h\n\t\t\tself.image = pygame.transform.scale(sheet, (64, 40))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\timage = dungeon_sheet.get_imageNT(486, 24 + 74 * self.state, 64, 40)\n\t\t\tself.image = image\n\n\t\t\tself.rect = self.image.get_rect()\n\t\t\tself.rect.y = 8+Y_OFFSET\n\t\t\tself.rect.x = 208\n\t\telif(direction == 2):\n\t\t\t#628x, 0y, 40w, 64h\n\t\t\tself.image = pygame.transform.scale(sheet, (40, 64))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\timage = dungeon_sheet.get_imageNT(628, 0 + 74 * self.state, 40, 64)\n\t\t\tself.image = image\n\n\t\t\tself.rect = self.image.get_rect()\n\t\t\tself.rect.y = 128+Y_OFFSET\n\t\t\tself.rect.x = 432\n\n\t\telif(direction == 3):\n\t\t\t#558x, 24y, 64w, 40h\n\t\t\tself.image = pygame.transform.scale(sheet, (64, 40))\n\t\t\tself.image.set_colorkey(BLACK)\n\t\t\timage = dungeon_sheet.get_imageNT(558, 24 + 74 * self.state, 64, 40)\n\t\t\tself.image = image\n\n\t\t\tself.rect = self.image.get_rect()\n\t\t\tself.rect.y = 272+Y_OFFSET\n\t\t\tself.rect.x = 208\n\n\t\telse:\n\t\t\tprint(\"Non-valid Direction for Door.py!\")  \n\n\t\t# Collision ID\n\t\t## Collision ID (to help other objects identify what they are colliding with and how to react)\n\t\tself.id = \"D\"\n\n\n\t## @brief This method checks for collision with the Door object and other sprite object.\n    #  @detail The collision will be checked with the Door and other sprite object as the object collides with the wall.\n    #  @param i This is the sprite object that is passed into the method, and checks if the object is colliding with the Door object, reseting the sprite objects location accordingly.\n\tdef collision(self, i):\n\t\tif(i.oldx + i.rect.width <= self.rect.x):\n\t\t\ti.rect.x = self.rect.x - i.rect.width\n\t\telif(i.oldx >= self.rect.x + self.rect.width):\n\t\t\ti.rect.x = self.rect.x + self.rect.width\n\t\telif(i.oldy + i.rect.height <= self.rect.y):\n\t\t\ti.rect.y = self.rect.y - i.rect.height\n\t\telif(i.oldy >= self.rect.y + self.rect.height):\n\t\t\ti.rect.y = self.rect.y + self.rect.height\n\n\t## @brief Function to set a door state and sprite to open\n\t# @detail Changes a blocked door (state 1/2) to an open door (state 0), changing collision attributes and sprites respectively\n\tdef openDoor(self):\n\t\tself.state = 0\n\n\t\tif(self.dir == 0):\n\t\t\tself.image = self.dungeon_sheet.get_imageNT(674, 0, 40, 64)\n\n\t\telif(self.dir == 1):\n\t\t\tself.image = self.dungeon_sheet.get_imageNT(486, 24, 64, 40)\n\n\t\telif(self.dir == 2):\n\t\t\tself.image = self.dungeon_sheet.get_imageNT(628, 0, 40, 64)\n\n\t\telif(self.dir == 3):\n\t\t\tself.image = self.dungeon_sheet.get_imageNT(558, 24, 64, 40)\n\n"
  },
  {
    "path": "src/collision/level.py",
    "content": "## @file level.py\n# @title Dungeon Background\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nfrom actor.spritesheet import *\nfrom config.window import *\n\n## @brief Dungeon level background class\n# @detail Creates the background of a dungeon, can be modified in the future to change colour based on sprite sheet and new arg\nclass Level(pygame.sprite.Sprite):\n\n    ## @brief Background initializer\n    # @detail Initialize a background to constantly be printed as game background\n    def __init__(self):\n        super().__init__()\n         # Make wall with given width and height, and sprite if one given\n        dungeon_path = 'src/actor/sprites/dungeonsprite.png'\n        sheet = pygame.image.load(dungeon_path).convert_alpha()\n        dungeon_sheet = SpriteSheet(dungeon_path)\n\n        ## Level background sprite image\n        self.image = pygame.transform.scale(sheet, (480, 320))\n        self.image.set_colorkey(BLACK)\n        image = dungeon_sheet.get_image(0, 24, 480, 320)\n        self.image = image\n        # Top left corner holds the x and y\n        ## Background x and y coordinates (adjusted for the HUD display)\n        self.rect = self.image.get_rect()\n        self.rect.y = Y_OFFSET\n        self.rect.x = 0\n      \n\n#480x 320y\n"
  },
  {
    "path": "src/collision/leveldata.py",
    "content": "## @file Constants.py\n# @title Actor Constants\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 9 2018\n\nfrom config.window import *\n\n\n\n## Sprite map for normal block\nBLOCK = 'src/actor/sprites/block.png'\n\n## Sprite map for water block\nWATER = 'src/actor/sprites/water.png'\n\n## Sprite maps for statues\nSTATUE1 = 'src/actor/sprites/statue1.png'\nSTATUE2 = 'src/actor/sprites/statue2.png'\n\n## @brief Returns the pixel of the x or y coordinate for placing a block\n#  @detail Uses a linear equation to return the pixel for a given block\n#  @param x What grid of the tile in x or y\n#  @return z The pixel value of the x or y postion \ndef pos(x):\n    z = 48 + 32 * x\n    return z\n\n## 2-D Array, holding pre-set level data for LevelManager.py to load\n## [DoorArray, BlockArray, EnemyArray, BossArray]\n## DoorArray = [[Boolean, Doorstate], [], [], []], each array coresponding to it's directional index in array (0 to 3)\n## BlockArray = [[x, y], [], [], ...], as many walls as you want\n## EnemyArray = [[x, y, enemyID], [], [], ...], as many enemies as you want\n## BossArray = Same as enemyArray, but with boss enemies\nLD = [\n#R[0] (You shouldn't be able to get here!)\n[[], [], [], []],\n#R[1] (3 K)\n[[[False, 0], [False, 0], [True, 1], [False, 0]], [], [[pos(5),pos(1), \"K\"],[pos(4),pos(5),\"K\"],[pos(3),pos(2),\"K\"]],[]],\n#R[2] (Start Room)\n[[[True, 0], [True, 2], [True, 0], [False, 0]], \n\t[[pos(1),pos(1),STATUE1], [pos(4),pos(1),STATUE1], [pos(7),pos(1),STATUE2], [pos(10),pos(1),STATUE2],\n\t[pos(1),pos(5),STATUE1], [pos(4),pos(5),STATUE1], [pos(7),pos(5),STATUE2], [pos(10),pos(5),STATUE2]], \n\t[], []],\n#R[3] (3 S)\n[[[True, 1], [False, 0], [False, 0], [False, 0]], \n\t[[pos(2),pos(2),BLOCK], [pos(3),pos(2),BLOCK], [pos(2),pos(3),BLOCK], [pos(3),pos(3),BLOCK], [pos(2),pos(4),BLOCK], [pos(3),pos(4),BLOCK],\n\t[pos(8),pos(2),BLOCK], [pos(9),pos(2),BLOCK], [pos(8),pos(3),BLOCK], [pos(9),pos(3),BLOCK], [pos(8),pos(4),BLOCK], [pos(9),pos(4),BLOCK]], \n\t[[pos(4),pos(2),\"S\"],[pos(6),pos(2),\"S\"], [pos(11),pos(6),\"S\"]], []],\n#R[4] (2 K, 2 S)\n[[[False, 0], [True, 1], [False, 0], [True, 1]], \n\t[[pos(5),pos(2),BLOCK], [pos(6),pos(2),BLOCK], [pos(5),pos(3),BLOCK], [pos(6),pos(3),BLOCK], [pos(5),pos(4),BLOCK], [pos(6),pos(4),BLOCK]], \n\t[[pos(2),pos(1),\"S\"],[pos(9),pos(3),\"S\"],[pos(3),pos(5),\"K\"],[pos(7), pos(2),\"K\"]], []],\n#R[5] (2 S, 1 K)\n[[[False, 0], [True, 1], [True, 1], [False, 0]], \n\t[[pos(5),pos(2),BLOCK], [pos(6),pos(2),BLOCK], [pos(5),pos(3),BLOCK], [pos(6),pos(3),BLOCK], [pos(5),pos(4),BLOCK], [pos(6),pos(4),BLOCK]],\n\t[[pos(3),pos(1),\"S\"],[pos(8),pos(4),\"K\"],[pos(4),pos(3),\"S\"]], []],\n#R[6] (4 K)\n[[[True, 1], [False, 0], [True, 1], [True, 1]], \n\t[[pos(2),pos(2),BLOCK], [pos(9),pos(2),BLOCK], [pos(2),pos(4),BLOCK], [pos(9),pos(4),BLOCK]], \n\t[[pos(3),pos(1),\"K\"],[pos(8),pos(4),\"K\"],[pos(5),pos(3),\"K\"],[pos(10),pos(5),\"K\"]], []],\n#R[7] (5 S)\n[[[True, 1], [False, 0], [False, 0], [False, 0]], \n\t[[pos(2),pos(1),BLOCK], [pos(9),pos(1),BLOCK], [pos(2),pos(5),BLOCK], [pos(9),pos(5),BLOCK]], \n\t[[pos(4),pos(1),\"S\"],[pos(4),pos(5),\"S\"],[pos(6),pos(2),\"S\"],[pos(6),pos(4),\"S\"],[pos(8),pos(3),\"S\"]], []],\n#R[8] (Shop)\n[[[False, 0], [False, 0], [True, 0], [False, 0]], [], [], []],\n#R[9] (4 K)\n[[[True, 2], [False, 0], [True, 1], [True, 1]], [[pos(5), pos(3),BLOCK], [pos(6),pos(3),BLOCK]], \n\t[[pos(4),pos(0),\"K\"],[pos(9),pos(4),\"K\"],[pos(5),pos(3),\"K\"],[pos(1),pos(4),\"K\"]], []],\n#R[10] (2 S)\n[[[True, 1], [True, 1], [True, 1], [False, 0]], \n\t[[pos(2),pos(1),BLOCK], [pos(9),pos(1),BLOCK], [pos(2),pos(5),BLOCK], [pos(9),pos(5),BLOCK],\n\t[pos(1),pos(1),BLOCK], [pos(10),pos(1),BLOCK], [pos(1),pos(5),BLOCK], [pos(10),pos(5),BLOCK],\n\t[pos(5),pos(3),BLOCK], [pos(6),pos(3),BLOCK]], \n\t[[pos(6),pos(1),\"S\"],[pos(10),pos(3),\"S\"]], []],\n#R[11] (2 S, 2 K)\n[[[True, 1], [False, 0], [True, 1], [False, 0]], \n\t[[pos(2),pos(2),BLOCK], [pos(9),pos(2),BLOCK], [pos(2),pos(4),BLOCK], [pos(9),pos(4),BLOCK]], \n\t[[pos(3),pos(1),\"S\"], [pos(3),pos(5),\"S\"], [pos(8),pos(2),\"K\"],[pos(8),pos(6),\"K\"]], []],\n#R[12] (6 S)\n[[[True, 1], [True, 2], [False, 0], [False, 0]], \n\t[[pos(1),pos(1),BLOCK,], [pos(5),pos(1),BLOCK], [pos(6),pos(1),BLOCK],[pos(10),pos(1),BLOCK], \n\t[pos(1),pos(3),BLOCK,], [pos(5),pos(3),BLOCK], [pos(6),pos(3),BLOCK], [pos(10),pos(3),BLOCK], \n\t[pos(1),pos(5),BLOCK,], [pos(5),pos(5),BLOCK], [pos(6),pos(5),BLOCK], [pos(10),pos(5),BLOCK]], \n\t[[pos(2),pos(0),\"S\"], [pos(2),pos(6),\"S\"], [pos(4),pos(2),\"S\"],[pos(4),pos(5),\"S\"],[pos(8),pos(0),\"S\"],[pos(8),pos(6),\"S\"]], []],\n#R[13] (3 S)\n[[[False, 0], [True, 1], [False, 0], [True, 1]], \n\t[[pos(0),pos(0),WATER],[pos(1),pos(0),WATER], [pos(2),pos(0),WATER], [pos(3),pos(0),WATER], [pos(4),pos(0),WATER], [pos(11),pos(0),WATER], \n\t[pos(7),pos(0),WATER],[pos(8),pos(0),WATER],[pos(9),pos(0),WATER],[pos(10),pos(0),WATER],[pos(0),pos(1),WATER],[pos(4),pos(1),WATER],\n\t[pos(0),pos(1),WATER],[pos(9),pos(1),WATER],[pos(11),pos(1),WATER],[pos(0),pos(2),WATER],[pos(2),pos(2),WATER],[pos(4),pos(2),WATER],\n\t[pos(6),pos(2),WATER],[pos(7),pos(2),WATER],[pos(9),pos(2),WATER],[pos(11),pos(2),WATER],[pos(2),pos(3),WATER],[pos(4),pos(3),WATER],\n\t[pos(7),pos(3),WATER],[pos(9),pos(3),WATER],[pos(0),pos(4),WATER],[pos(2),pos(4),WATER],[pos(4),pos(4),WATER],[pos(5),pos(4),WATER],\n\t[pos(7),pos(4),WATER],[pos(9),pos(4),WATER],[pos(11),pos(4),WATER],[pos(0),pos(5),WATER],[pos(2),pos(5),WATER],[pos(7),pos(5),WATER],\n\t[pos(11),pos(5),WATER],[pos(0),pos(6),WATER],[pos(1),pos(6),WATER], [pos(2),pos(6),WATER], [pos(3),pos(6),WATER], [pos(4),pos(6),WATER], \n\t[pos(11),pos(6),WATER], [pos(7),pos(6),WATER],[pos(8),pos(6),WATER],[pos(9),pos(6),WATER],[pos(10),pos(6),WATER]], \n\t[[pos(0),pos(3),\"S\"],[pos(11),pos(3),\"S\"],[pos(5.5),pos(0.5),\"S\"]], []],\n#R[14] (1 A)\n[[[False, 0], [False, 0], [True, 1], [True, 1]], [[pos(7),pos(0),BLOCK],[pos(8),pos(0),BLOCK],[pos(9),pos(0),BLOCK],[pos(10),pos(0),BLOCK], [pos(11),pos(0),BLOCK],[pos(9),pos(1),BLOCK],[pos(10),pos(1),BLOCK], [pos(11),pos(1),BLOCK],[pos(9),pos(5),BLOCK],[pos(10),pos(5),BLOCK], [pos(11),pos(5),BLOCK],[pos(7),pos(6),BLOCK],[pos(8),pos(6),BLOCK],[pos(9),pos(6),BLOCK],[pos(10),pos(6),BLOCK], [pos(11),pos(6),BLOCK]], [], [[336,128,'A']]],\n#R[15] (Win Room, Triforce)\n[[[True, 0], [False, 0], [False, 0], [False, 0]], \n\t[[pos(1),pos(1),BLOCK],[pos(2),pos(1),BLOCK],[pos(3),pos(1),BLOCK],[pos(4),pos(1),BLOCK],[pos(5),pos(1),BLOCK],[pos(6),pos(1),BLOCK],\n\t[pos(7),pos(1),BLOCK],[pos(8),pos(1),BLOCK],[pos(9),pos(1),BLOCK],[pos(10),pos(1),BLOCK],[pos(1),pos(2),BLOCK],[pos(10),pos(2),BLOCK],\n\t[pos(1),pos(3),BLOCK],[pos(10),pos(3),BLOCK],[pos(1),pos(4),BLOCK],[pos(10),pos(4),BLOCK],[pos(1),pos(5),BLOCK],[pos(2),pos(5),BLOCK],\n\t[pos(3),pos(5),BLOCK],[pos(4),pos(5),BLOCK],[pos(7),pos(5),BLOCK],[pos(8),pos(5),BLOCK],[pos(9),pos(5),BLOCK],[pos(10),pos(5),BLOCK],\n\t[pos(4),pos(2),STATUE1],[pos(3),pos(3),STATUE1],[pos(7),pos(2),STATUE2],[pos(8),pos(3),STATUE2]], \n\t[], []],\n#R[16] (Rupies? 2 K)\n[[[False, 0], [False, 0], [True, 1], [False, 0]], \n\t[[pos(5),pos(2),BLOCK],[pos(5),pos(4),BLOCK],[pos(6),pos(1),BLOCK],[pos(6),pos(5),BLOCK],[pos(7),pos(2),BLOCK],[pos(7),pos(4),BLOCK],\n\t[pos(8),pos(3),BLOCK]], \n\t[[pos(9),pos(2),\"K\"],[pos(9),pos(5),\"K\"]], []],\n#R[17] (4 S, 3 K)\n[[[True, 1], [False, 0], [False, 0], [True, 1]], \n\t[[pos(1),pos(1),WATER],[pos(2),pos(1),WATER],[pos(3),pos(1),WATER],[pos(8),pos(1),WATER],[pos(9),pos(1),WATER],[pos(10),pos(1),WATER],\n\t[pos(1),pos(2),WATER],[pos(10),pos(2),WATER],[pos(1),pos(3),WATER],[pos(10),pos(3),WATER],[pos(3),pos(3),WATER],[pos(4),pos(3),WATER],\n\t[pos(5),pos(3),WATER],[pos(6),pos(3),WATER],[pos(7),pos(3),WATER],[pos(8),pos(3),WATER],[pos(1),pos(4),WATER],[pos(10),pos(4),WATER],\n\t[pos(1),pos(5),WATER],[pos(2),pos(5),WATER],[pos(3),pos(5),WATER],[pos(8),pos(5),WATER],[pos(9),pos(5),WATER],[pos(10),pos(5),WATER]], \n\t[[pos(0),pos(0),\"S\"],[pos(10),pos(0),\"S\"],[pos(4),pos(4),\"S\"],[pos(7),pos(4),\"S\"], [pos(2),pos(3),\"K\"],[pos(9),pos(3),\"K\"]], []],\n#R[18] (Not in build)\n[[[False, 0], [True, 0], [False, 0], [False, 0]], [], [], []]\n]\n\n## 2-D Array, acting as an x and y map of the dungeon, and showing which rooms should be accessed on a transition in a certain direction\nRID = [\n[0,16,17,0,0,0],\n[0,18,13,0,14,15],\n[8,9,10,11,12,0],\n[0,5,6,7,0,0],\n[0,0,4,0,0,0],\n[0,1,2,3,0,0]\n]\n"
  },
  {
    "path": "src/collision/levelmanager.py",
    "content": "## @file levelmanager.py\n# @title Dungeon Level Master Creator\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\nimport pygame\nfrom copy import deepcopy\nfrom .level import *\nfrom .wall import *\nfrom .door import *\nfrom .leveldata import *\nfrom .block import *\nfrom actor.aquamentus import *\nfrom actor.keese import *\nfrom actor.stalfos import *\nfrom actor.item import *\nfrom actor.renderfont import *\nfrom config.colour import *\n\n## @brief Dungeon Level Creation Class\n# @detail Class used as a master constructor for every dungeon levels, getting pre-written data and loading it when the game starts and when a \n# transition occurs\nclass LevelManager():\n\n\tkeyset = [3, 7, 17]\n\trupeset = [1, 16, 12]\n\tLD = None\n\t## @brief Dungeon Level Master Initializer\n\t# @detail The class initializer, taking empty lists, each for letting the make() function define what objects need\n\t# to be drawn/collidable/updatable\n\t# @param spritelist List of objects for the game to print (usually empty pygame.sprite.Group)\n\t# @param collidlist List of objects which have a collision interaction with the player (usually empty pygame.sprite.Group)\n\t# @param updatelist List of objects which need to be regularly updated (usually empty pygame.sprite.Group)\n\tdef __init__(self, spritelist, collidlist, updatelist):\n\t\t## List of all rooms to load (to be altered)\n\t\tself.LD = deepcopy(LD)\n\t\t## List of objects to be printed (ie player, not invisible walls)\n\t\tself.sl = spritelist\n\t\t## List of objects that can be collided with (ie keese, not level background)\n\t\tself.cl = collidlist\n\t\t## List of objects that need to be constantly updated (ie player, not walls/static objects)\n\t\tself.ul = updatelist\n\n\n\t## @brief Dungeon Level Constructor\n\t# @detail The main function to load a given index of data from leveldata.py, and load it into the game environment\n\t# @param i Index of the room to be created\n\tdef make(self, x, y):\n\t\t#Level loads the initial sprite array (Obj from level class)\n\t\t## X-Coordinate of the level in leveldata's Room ID array (RID[y][x])\n\t\tself.x = x\n\t\t## Y-Coordinate of the level in leveldata's Room ID array (RID[y][x])\n\t\tself.y = y\n\t\t## Level background\n\t\tself.level = Level()\n\t\tself.sl.add(self.level)\n\n\t\tself.RID = RID[y][x]\n\n\t\tdoors = self.LD[self.RID][0]\n\t\tblocks = self.LD[self.RID][1]\n\t\tenarray = self.LD[self.RID][2]\n\t\tboss = self.LD[self.RID][3]\n\n\t\tself.enarray = pygame.sprite.Group()\n\t\tself.boss = pygame.sprite.Group()\n\t\tself.doors = []\n\t\tself.killed = False\n\n\t\t#Doors is a boolean array, starting from 0 going to 3 from left clockwise\n\t\t#True = door, False = no door\n\t\tdoorcount = 0\n\t\tfor door in doors:\n\t\t\tif(door[0]):\n\t\t\t\t# Make door obj in specified location\n\t\t\t\tdoor = Door(doorcount, door[1])\n\t\t\t\tself.doors.append(door)\n\t\t\t\tself.sl.add(door)\n\t\t\t\tself.cl.add(door)\n\t\t\t\tif(doorcount == 0):\n\t\t\t\t\twall = Wall(0, 0, 48, 140, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\t\twall = Wall(0, 180, 48, 140, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telif(doorcount == 1):\n\t\t\t\t\twall = Wall(0, 0, 220, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\t\twall = Wall(260, 0, 240, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telif(doorcount == 2):\n\t\t\t\t\twall = Wall(432, 0, 48, 140, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\t\twall = Wall(432, 180, 48, 140, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telse:\n\t\t\t\t\twall = Wall(0, 272, 220, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\t\twall = Wall(260, 272, 240, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\telse:\n\t\t\t\tif(doorcount == 0):\n\t\t\t\t\twall = Wall(0, 0, 48, 320, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telif(doorcount == 1):\n\t\t\t\t\twall = Wall(0, 0, 480, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telif(doorcount == 2):\n\t\t\t\t\twall = Wall(432, 0, 48, 320, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\t\telse:\n\t\t\t\t\twall = Wall(0, 272, 480, 48, None)\n\t\t\t\t\tself.cl.add(wall)\n\t\t\tdoorcount += 1\n\n\t\t#Blocks is an array of x and y coords to put small walls in the map down\n\t\tfor block in blocks:\n\t\t\t#Go make a wall or somesuch (Wall w/ sprite)\n\t\t\ta = Block(block[0], block[1], block[2])\n\t\t\tself.sl.add(a)\n\t\t\tself.cl.add(a)\n\n\t\t#EnArray is an array of x-and-y coords, along with enemy type\n\t\t# K = Keese\n\t\t# S = Skelly\n\t\tfor enemy in enarray:\n\t\t\tif(enemy[2] == 'K'):\n\t\t\t\ta = Keese(enemy[0], enemy[1])\n\t\t\t\tself.sl.add(a)\n\t\t\t\tself.cl.add(a)\n\t\t\t\tself.ul.add(a)\n\t\t\t\ta.stuncount = 20\n\t\t\t\tself.enarray.add(a)\n\t\t\telif(enemy[2] == 'S'):\n\t\t\t\ta = Stalfos(enemy[0],enemy[1])\n\t\t\t\tself.sl.add(a)\n\t\t\t\tself.cl.add(a)\n\t\t\t\tself.ul.add(a)\n\t\t\t\ta.obj = self.cl\n\t\t\t\ta.stuncount = 20\n\t\t\t\tself.enarray.add(a)\n\t\t\n\t\tfor b in boss:\n\t\t\tif (b[2] == 'A'):\n\t\t\t\tboss = Aquamentus(b[0],b[1])\n\t\t\t\tself.sl.add(boss)\n\t\t\t\tself.cl.add(boss)\n\t\t\t\tself.ul.add(boss)\n\t\t\t\tself.boss.add(boss)\n\t\t\t\tfor i in boss.fireballs:\n\t\t\t\t\tself.sl.add(i)\n\t\t\t\t\tself.cl.add(i)\n\t\t\t\t\tself.ul.add(i)\n\t\t\t\t\ti.obj = self.cl\n\t\t\t\tboss.obj = self.cl\n\n\n\t\t## Misc room spawnings (ie shop room)\n\t\tif(self.RID == 8):\n\t\t\ta = Item(224,220,4)\n\t\t\tself.sl.add(a)\n\t\t\tself.cl.add(a)\n\t\t\ta = Render_Font(62, 144, \"BUY A HEART FOR 5 RUPES!\", 15, WHITE)\n\t\t\tself.sl.add(a)\n\n\t\telif(self.RID == 15):\n\t\t\ta = Item(48+32*5.5,48+32*4.5,3)\n\t\t\tself.sl.add(a)\n\t\t\tself.cl.add(a)\n\n\t\telif(self.RID == 0):\n\t\t\ta = Render_Font(62, 144, \"YOU SHOULDN'T BE HERE\", 17, RED)\n\t\t\tself.sl.add(a)\n\n\t## @brief Dungeon level transition function, used to go to an adjacent level, clear all current data, and load new room data\n\t# @param j Value to add to the current index to get to new room\n\tdef transition(self, xchange, ychange):\n\t\tself.y += ychange\n\t\tself.x += xchange\n\t\tself.sl.empty()\n\t\tself.cl.empty()\n\t\tself.ul.empty()\n\t\t## Make the door you went through always unlocked\n\t\tif(xchange == 1):\n\t\t\tself.LD[self.RID][0][2][1] = 0\n\t\telif(xchange == -1):\n\t\t\tself.LD[self.RID][0][0][1] = 0\n\t\telif(ychange == 1):\n\t\t\tself.LD[self.RID][0][3][1] = 0\n\t\telse:\n\t\t\tself.LD[self.RID][0][1][1] = 0\n\t\tself.make(self.x, self.y)\n\n\t## @brief Function to open all blocked doors in the current dungeon room (usually used when all enemies defeated, locked doors stay locked)\n\tdef open(self):\n\t\tfor i in self.doors:\n\t\t\tif(i.state == 1):\n\t\t\t\ti.openDoor()\n\t\tfor i in self.LD[self.RID][0]:\n\t\t\tif i[1] == 1:\n\t\t\t\ti[1] = 0\n\n\t## @brief Function to store current data, open all blocked doors, and possibly spawn a key/prize when all enemies defeated\n\t# @detail When all enemies in a room are killed, this function is called, changing the enemy array in leveldata.py for the current\n\t# level to an empty array (so enemies don't reload once you enter again), running the self.open() function to open all blocked\n\t# doors, and if the roomID is a predetermined key/rupy room, spawn a key/rupy in the middle of the room\n\tdef endroom(self):\n\t\tself.killed = True\n\t\tself.open()\n\t\tself.LD[self.RID][2] = []\n\t\tself.LD[self.RID][3] = []\n\t\tif(self.RID in self.keyset):\n\t\t\tself.keyset.remove(self.RID)\n\t\t\ta = Item(240, 176 + 56, 2)\n\t\t\tself.sl.add(a)\n\t\t\tself.cl.add(a)\n\t\telif(self.RID in self.rupeset):\n\t\t\tself.rupeset.remove(self.RID)\n\t\t\ta = Item(240, 176 + 56, 5)\n\t\t\tself.sl.add(a)\n\t\t\tself.cl.add(a)\n\t\n\t## @brief Clears the levelmanager's update lists\n\t# @detail Empty all sprite lists for the game (spritelist, collisionlist, and updatelist), usually used in transition from one room to another\n\tdef clear(self):\n\t\tself.sl.empty()\n\t\tself.cl.empty()\n\t\tself.ul.empty()\n\n\n\t\t\t\t\n"
  },
  {
    "path": "src/collision/wall.py",
    "content": "## @file wall.py\n# @title Wall Class\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\n# Wall.py\n# Holds any wall or non-traversable object in-game\nimport pygame\nfrom config.window import *\n\n## @brief This class represents the Wall class for collision for objects in the environment.\n# @detail The Wall class uses the base class for visible game objects from Pygame library. \nclass Wall(pygame.sprite.Sprite):\n    ## @brief Constructor for the Wall class.\n    # @detail Constructor for Wall class initializes a Wall object based on the x/y location and the width/height of the wall, and the sprite the collision for the wall will be created upon.\n    # @param x This represents the integer value for the x-location for the Wall object to be created.\n    # @param y This represents the integer value for the y-location for the Wall object to be created.\n    # @param w This represents the integer value for the width of the Wall object when created.\n    # @param h This represents the integer value for the height of the Wall object when created.\n    # @param sprite This represents the sprite that the collison for a Wall will be present upon at all times.\n    def __init__(self, x, y, w, h, sprite):\n        # Parent constructor\n        super().__init__()\n\n        # Make wall with given width and height, and sprite if one given\n        if(sprite == None):\n            ## This represents the sprite image for Wall object.\n            self.image = pygame.Surface([w,h])\n            self.image.fill((50, 50, 255))\n        else:\n            # As far as I know the sprite should be an image string\n            self.image = sprite           \n\n        # Top left corner holds the x and y\n        ## This represents rectangle for position for the sprite image of the Wall object.\n        self.rect = self.image.get_rect()\n        self.rect.y = y + Y_OFFSET\n        self.rect.x = x\n\n        # Collision ID\n        ## This represents the ID for the Wall object, ised for collision in __main.py__.\n        self.id = \"W\"\n\n    ## @brief This method checks for collision with the Wall object and other sprite object.\n    #  @detail The collision will be checked with the Wall and other sprite object as the object collides with the wall.\n    #  @param i This is the sprite object that is passed into the method, and checks if the object is colliding with the Wall object, reseting the sprite objects location accordingly.\n    def collision(self, i):\n        if(i.oldx + i.rect.width <= self.rect.x):\n            i.rect.x = self.rect.x - i.rect.width\n        elif(i.oldx >= self.rect.x + self.rect.width):\n            i.rect.x = self.rect.x + self.rect.width\n        elif(i.oldy + i.rect.height <= self.rect.y):\n            i.rect.y = self.rect.y - i.rect.height\n        elif(i.oldy >= self.rect.y + self.rect.height):\n            i.rect.y = self.rect.y + self.rect.height\n"
  },
  {
    "path": "src/config/__init__.py",
    "content": ""
  },
  {
    "path": "src/config/colour.py",
    "content": "## @file colour.py\n# @title Colour Constants\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\n## Defines the colour white\nWHITE = (255, 255, 255)\n\n"
  },
  {
    "path": "src/config/window.py",
    "content": "## @file window.py\n# @title Window Constants\n# @author Giacomo Loparco, Bilal Jaffry, Lucas Zacharewicz\n# @date November 7 2018\n\n# Window Constants\n## Y offset for HUD\nY_OFFSET = 56\n## Width of the window\nWwidth = 480\n## Height of the window\nWheight = 320 + Y_OFFSET\n\n\n"
  },
  {
    "path": "src/manualTests.py",
    "content": "import pygame\n\nfrom actor.player import *\nfrom actor.healthbar import *\nfrom actor.rupee import *\nfrom actor.keys import*\nfrom actor.constants import *\nfrom config.colour import *\nfrom config.window import *\nfrom collision.levelmanager import *\nfrom actor.renderfont import *\nfrom time import *\nfrom collision.leveldata import *\n\n#Sprite for the menu_sprite objects\nmenu_sprite = pygame.sprite.Sprite()\n#Make list of all sprites to be printed at the menu.\nmenulist = pygame.sprite.Group()\n#Make list of all printed sprites in game\nspritelist = pygame.sprite.Group()\n#Make list of all player-collidable objects\ncollidlist = pygame.sprite.Group()\n#Make list of all updating sprites\nupdatelist = pygame.sprite.Group()\n#Permanent list for drawing\nhudlist = pygame.sprite.Group()\n#Global clock for refresh rate for each window.\nclock = pygame.time.Clock()\n\nwinState = False\n\n#Add to list\ndef ATL(elem, a, b, c):\n    if(a):\n        spritelist.add(elem)\n    if(b):\n        collidlist.add(elem)\n    if(c):\n        updatelist.add(elem)\n\ndef empty_sprites():\n    menulist.empty()\n    spritelist.empty()\n    collidlist.empty()\n    updatelist.empty()\n    hudlist.empty()\n\ndef game_state():\n    #Initial Draw Function\n    pygame.init()\n    window = pygame.display.set_mode([Wwidth, Wheight])\n\n    LVMNG = LevelManager(spritelist, collidlist, updatelist)\n    LVMNG.make(2, 5)\n    text = Render_Font(5, 5, \"L-2\",16,WHITE)\n    hudlist.add(text)\n\n    # Main run loop\n    run = True\n\n    while run:\n\n        for event in pygame.event.get():\n            \n            if event.type == pygame.QUIT:\n                return True\n\n           # Key pressed down\n            elif event.type == pygame.KEYDOWN:\n                if event.key == pygame.K_ESCAPE:\n                    return True\n                elif event.key == pygame.K_1:\n                    empty_sprites()\n                    LVMNG.make(1,5)\n                    text = Render_Font(5, 5, \"L-1\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_2:\n                    empty_sprites()\n                    LVMNG.make(2,5)\n                    text = Render_Font(5, 5, \"L-2\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_3:\n                    empty_sprites()\n                    LVMNG.make(3,5)\n                    text = Render_Font(5, 5, \"L-3\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_4:\n                    empty_sprites()\n                    LVMNG.make(2,4)\n                    text = Render_Font(5, 5, \"L-4\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_5:\n                    empty_sprites()\n                    LVMNG.make(1,3)\n                    text = Render_Font(5, 5, \"L-5\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_6:\n                    empty_sprites()\n                    LVMNG.make(2,3)\n                    text = Render_Font(5, 5, \"L-6\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_7:\n                    empty_sprites()\n                    LVMNG.make(3,3)\n                    text = Render_Font(5, 5, \"L-7\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_8:\n                    empty_sprites()\n                    LVMNG.make(0,2)\n                    text = Render_Font(5, 5, \"L-8\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_9:\n                    empty_sprites()\n                    LVMNG.make(1,2)\n                    text = Render_Font(5, 5, \"L-9\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_0:\n                    empty_sprites()\n                    LVMNG.make(2,2)\n                    text = Render_Font(5, 5, \"L-10\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_q:\n                    empty_sprites()\n                    LVMNG.make(3,2)\n                    text = Render_Font(5, 5, \"L-11\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_w:\n                    empty_sprites()\n                    LVMNG.make(4,2)\n                    text = Render_Font(5, 5, \"L-12\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_e:\n                    empty_sprites()\n                    LVMNG.make(2,1)\n                    text = Render_Font(5, 5, \"L-13\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_r:\n                    empty_sprites()\n                    LVMNG.make(4,1)\n                    text = Render_Font(5, 5, \"L-14\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_t:\n                    empty_sprites()\n                    LVMNG.make(5,1)\n                    text = Render_Font(5, 5, \"L-15\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_y:\n                    empty_sprites()\n                    LVMNG.make(1,0)\n                    text = Render_Font(5, 5, \"L-16\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_u:\n                    empty_sprites()\n                    LVMNG.make(2,0)\n                    text = Render_Font(5, 5, \"L-17\",16,WHITE)\n                    hudlist.add(text)\n                elif event.key == pygame.K_i:\n                    empty_sprites()\n                    LVMNG.make(3,0)\n                    text = Render_Font(5, 5, \"L-0\",16,WHITE)\n                    hudlist.add(text)\n\n        updatelist.update()\n        window.fill(BLACK)\n        spritelist.draw(window)\n        hudlist.draw(window)\n\n        # Translate screen to window\n        pygame.display.flip()\n        \n        # Framerate\n        clock.tick(60)\n\n    return False\n\n# Main Loop handling game_states\ndef main():\n    while(True):\n        if (game_state()):\n            break\n    \n    print(\"Manual Test exit success\")\n\nif __name__==\"__main__\":\n    main()\n"
  },
  {
    "path": "src/test_All.py",
    "content": "import pytest\n\nfrom config.window import *\nfrom actor.aquamentus import *\nfrom actor.boss import *\nfrom actor.constants import *\nfrom actor.enemy import *\nfrom actor.fireball import *\nfrom actor.item import *\nfrom actor.keese import *\nfrom actor.stalfos import *\n\n# Unit Test template\n#\n#class TestName:\n#\n#    def setup_method(self, method):\n#        \n#\n#    def test_namebutkeepthetestingront(self):\n#        assert statement\n\nclass TestAquamentus:\n\n    def setup_method(self,method):\n        self.a = Aquamentus(0,0)\n    \n    def test_setup(self):\n        assert(self.a.rect.x == 0)\n        assert(self.a.rect.y == 0 + Y_OFFSET)\n\n    def test_swapDirection(self):\n        assert(self.a.xSpeed == AQUAMENTUS_SPEED)\n        self.a.swapDirection()\n        assert(self.a.xSpeed == -1 * AQUAMENTUS_SPEED)\n    \n    def test_attack(self):\n        assert(self.a.isAttacking == False)\n        self.a.attack()\n        assert(self.a.isAttacking == True)\n\nclass TestBoss:\n\n    def setup_method(self,method):\n        self.b = Boss(0,0)\n    \n    def test_setup(self):\n        assert(self.b.rect.x == 0)\n        assert(self.b.rect.y == 0 + Y_OFFSET)\n\n    def test_move(self):\n        self.b.xSpeed = 3\n        self.b.move()\n        assert(self.b.rect.x == 3)\n        assert(self.b.rect.y == 0 + Y_OFFSET)\n\n    def test_hit(self):\n        self.b.hit(1)\n        assert(self.b.isHit == True)\n\nclass TestEnemy:\n\n    def setup_method(self,method):\n        self.e = Enemy(0,0)\n    \n    def test_setup(self):\n        assert(self.e.rect.x == 0)\n        assert(self.e.rect.y == 0 + Y_OFFSET)\n\n    def test_move(self):\n        self.e.xSpeed = 3\n        self.e.move()\n        assert(self.e.rect.x == 3)\n        assert(self.e.rect.y == 0 + Y_OFFSET)\n\n    def test_hit(self):\n        self.e.hit(1)\n        assert(self.e.isHit == True)\n\nclass TestFireball:\n\n    def setup_method(self,method):\n        self.f = Fireball(0,0,0,0)\n    \n    def test_setup(self):\n        assert(self.f.rect.x == 0)\n        assert(self.f.rect.y == 0)\n        assert(self.f.xSpeed == 0)\n        assert(self.f.ySpeed == 0)\n\n    def test_start(self):\n        self.f.start(10,10,2,2)\n        assert(self.f.rect.x == 10)\n        assert(self.f.rect.y == 10)\n        assert(self.f.xSpeed == 2)\n        assert(self.f.ySpeed == 2)\n\n    def test_end(self):\n        self.f.end()\n        assert(self.f.rect.x == -1000)\n        assert(self.f.rect.y == -1000)\n        assert(self.f.xSpeed == 0)\n        assert(self.f.ySpeed == 0)\n\n    def test_move(self):\n        self.f.start(10,10,2,2)\n        self.f.move()\n        assert(self.f.rect.x == 12)\n        assert(self.f.rect.y == 12)\n        assert(self.f.xSpeed == 2)\n        assert(self.f.ySpeed == 2)\n\nclass TestItem:\n\n    def setup_method(self,method):\n        self.i = Item(0,0,2)\n    \n    def test_setup(self):\n        assert(self.i.rect.x == 0)\n        assert(self.i.rect.y == 0)\n        assert(self.i.type == 2)\n\nclass TestKeese:\n\n\n    def setup_method(self,method):\n        self.k = Keese(0,0)\n\n    def test_setup(self):\n        assert(self.k.rect.x == 0)\n        assert(self.k.rect.y == 0 + Y_OFFSET)\n\n    def test_genRestLength(self):\n        self.k.genRestLength()\n        assert(self.k.restTime == 1 or self.k.restTime == 2)\n        assert(self.k.restStartFrame == self.k.frameCounter)\n\n    def test_genTravelPoint(self):\n        self.k.genTravelPoint()\n        magnitude = (abs(self.k.travelPoint[0] - self.k.rect.x)**2 + abs(self.k.travelPoint[1] - self.k.rect.y)**2)**(1/2)\n        assert(magnitude >= KEESE_MAGNITUDE_MIN)\n    \n    def test_switchSprite(self):\n        assert(self.k.spriteIndex == 0)\n        self.k.switchSprite()\n        assert(self.k.spriteIndex == 1)\n    \n    def test_stop(self):\n        self.k.stop()\n        assert(self.k.xSpeed == 0)\n        assert(self.k.ySpeed == 0)\n    \n    def test_setMoveSpeed(self):\n        self.k.travelPoint = [0,20]\n        self.k.setMoveSpeed()\n        assert(abs(self.k.xSpeed) == KEESE_MIN_SPEED)\n        assert(abs(self.k.ySpeed) == KEESE_MAX_SPEED)\n\nclass TestStalfos:\n\n    def setup_method(self,method):\n        self.s = Stalfos(0,0)\n    \n    def test_setup(self):\n        assert(self.s.rect.x == 0)\n        assert(self.s.rect.y == 0 + Y_OFFSET)\n\n    def test_genTravelPath(self):\n        self.s.genTravelPath()\n        assert(0 <= self.s.direction and self.s.direction <= 3)\n        assert(0 <= self.s.walkFrames and self.s.walkFrames <= 3*60)\n\n    def test_setWalkSpeed(self):\n        self.s.direction = 2\n        self.s.setWalkSpeed()\n        assert(self.s.ySpeed == STALFOS_SPEED)\n        self.s.direction = 1\n        self.s.setWalkSpeed()\n        assert(self.s.xSpeed == STALFOS_SPEED)\n\n    def test_stop(self):\n        self.s.stop()\n        assert(self.s.xSpeed == 0)\n        assert(self.s.ySpeed == 0)"
  }
]