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TNL: Zap::ClientGame Class Reference

# Zap::ClientGame Class Reference

`#include <game.h>`

Inheritance diagram for Zap::ClientGame:

## Public Member Functions

| ClientGame (const Address &bindAddress)
bool | hasValidControlObject ()
bool | isConnectedToServer ()
F32 | getCommanderZoomFraction ()
Point | worldToScreenPoint (Point p)
void | setConnectionToServer (GameConnection *connection)
void | drawStars (F32 alphaFrac, Point cameraPos, Point visibleExtent)
GameConnection * | getConnectionToServer ()
void | render ()
void | renderNormal ()
void | renderCommander ()
bool | isServer ()
void | idle (U32 timeDelta)
void | zoomCommanderMap ()
Point | computePlayerVisArea (Ship *player)

## Private Types

enum | { NumStars = 256 }
enum | { CommanderMapZoomTime = 350 }

## Private Attributes

Point | mStars [NumStars]
Rect | mWorldBounds
SafePtr< GameConnection > | mConnectionToServer
bool | mInCommanderMap
U32 | mCommanderZoomDelta

## Member Enumeration Documentation

anonymous enum`[private]`

Enumerator:

  NumStars |

anonymous enum`[private]`

Enumerator:

  CommanderMapZoomTime |

## Constructor & Destructor Documentation

Zap::ClientGame::ClientGame | ( | const Address & | bindAddress | ) |

## Member Function Documentation

bool Zap::ClientGame::hasValidControlObject | ( |  | ) |

bool Zap::ClientGame::isConnectedToServer | ( |  | ) |

F32 Zap::ClientGame::getCommanderZoomFraction | ( |  | ) | `[inline]`

Point Zap::ClientGame::worldToScreenPoint | ( | Point | p | ) |

void Zap::ClientGame::setConnectionToServer | ( | GameConnection * | connection | ) |

void Zap::ClientGame::drawStars | ( | F32 | alphaFrac,
|  | Point | cameraPos,
|  | Point | visibleExtent |
| ) |  |  |

GameConnection* Zap::ClientGame::getConnectionToServer | ( |  | ) |

void Zap::ClientGame::render | ( |  | ) |

void Zap::ClientGame::renderNormal | ( |  | ) |

void Zap::ClientGame::renderCommander | ( |  | ) |

bool Zap::ClientGame::isServer | ( |  | ) | `[inline, virtual]`

Implements Zap::Game.

void Zap::ClientGame::idle | ( | U32 | timeDelta | ) | `[virtual]`

Implements Zap::Game.

void Zap::ClientGame::zoomCommanderMap | ( |  | ) |

Point Zap::ClientGame::computePlayerVisArea | ( | Ship * | player | ) |

## Field Documentation

Point Zap::ClientGame::mStars[NumStars]`[private]`

Rect Zap::ClientGame::mWorldBounds`[private]`

SafePtr<GameConnection> Zap::ClientGame::mConnectionToServer`[private]`

bool Zap::ClientGame::mInCommanderMap`[private]`

U32 Zap::ClientGame::mCommanderZoomDelta`[private]`