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## Uses of Class
de.farafin.snEADy.communication.D_Vec2D

Packages that use D_Vec2D
de.farafin.snEADy.communication |
de.farafin.snEADy.world |

Uses of D_Vec2D in de.farafin.snEADy.communication

Fields in de.farafin.snEADy.communication declared as D_Vec2D
`D_Vec2D` | `D_PlayerData.headPos` Comment for `headPos`

Methods in de.farafin.snEADy.communication that return D_Vec2D
`static D_Vec2D` | `D_Vec2D.add(D_Vec2D a, D_Vec2D b)`

Methods in de.farafin.snEADy.communication with parameters of type D_Vec2D
`void` | `D_Vec2D.add(D_Vec2D a)`
`static D_Vec2D` | `D_Vec2D.add(D_Vec2D a, D_Vec2D b)`
`void` | `D_Vec2D.copyOnMe(D_Vec2D vec)` copys all data to the lokal instance. there is no new Instance created
`int` | `D_Vec2D.dist(D_Vec2D vec)` manhatten distance: d = dy + dx
`boolean` | `D_Vec2D.equals(D_Vec2D vec)`
`char` | `D_Level.getCharOf(D_Vec2D vec)` returns the character of the specified coordinates
`protected boolean` | `D_Level.isFieldOfLevel(D_Vec2D vec)` tests if the coordinates are element of the playField
`boolean` | `D_Level.isFree(D_Vec2D vec)`
`boolean` | `D_Level.isGoody(D_Vec2D vec)`
`boolean` | `D_Level.isSnake(D_Vec2D vec)`
`boolean` | `D_Level.isSpecialField(D_Vec2D vec)`
`boolean` | `D_Level.isWall(D_Vec2D vec)`

Constructors in de.farafin.snEADy.communication with parameters of type D_Vec2D
`D_PlayerData(java.lang.String name, java.lang.String picFileName, long nextupdateTime, long waitCycles, int killPoints, int turnDirection, int watchDirection, char ownChar, int length, D_Vec2D headPos, java.lang.Class playerClass)`
`D_Vec2D(D_Vec2D vec)` copy - concstructor

Uses of D_Vec2D in de.farafin.snEADy.world

Fields in de.farafin.snEADy.world declared as D_Vec2D
`protected D_Vec2D` | `C_GameObject.headPosition` the position of the head. even if the object is larger than one field, it needs a position

Methods in de.farafin.snEADy.world that return D_Vec2D
`protected D_Vec2D[]` | `C_GameObject.getAllPosArray()`
`protected D_Vec2D[]` | `C_Goody.getAllPosSorted(int sort)`
`protected abstract D_Vec2D[]` | `C_GameObject.getAllPosSorted(int sort)`
`protected D_Vec2D[]` | `C_Snake.getAllPosSorted(int sort)`
`protected D_Vec2D` | `C_GameObject.getHeadPosition()`
`protected D_Vec2D` | `C_GameObject.getNextPosInFaceDirection(C_Arena arena)` returns the next position if the object would move one fieled in its face direction.
`protected D_Vec2D[]` | `C_Arena.getSourounding(D_Vec2D vec, int maxDist)` returns all surrounding fields of vec in an array that is ordered that way: ___C___ __N4D__ _MB05E_ LA3#16F _K927G_ __J8H__ ___I___ the vectors in that positions are absolute positions in the arena.
`private D_Vec2D` | `C_Snake.removeLastSegments(C_Arena arena, int n)`

Methods in de.farafin.snEADy.world with parameters of type D_Vec2D
`private void` | `C_Snake.actualizateSnakeLength(C_Arena arena, D_Vec2D lastPos)`
`protected char` | `C_Arena.getCharOf(D_Vec2D vec)` returns the character of the specified coordinates
`protected C_GameObject` | `C_Arena.getGOofPos(D_Vec2D vec)` if at position of vec is placed a C_GameObject, it returns the Object.
`protected D_Vec2D[]` | `C_Arena.getSourounding(D_Vec2D vec, int maxDist)` returns all surrounding fields of vec in an array that is ordered that way: ___C___ __N4D__ _MB05E_ LA3#16F _K927G_ __J8H__ ___I___ the vectors in that positions are absolute positions in the arena.
`protected boolean` | `C_Arena.isFieldOfArena(D_Vec2D vec)` tests if the coordinates are element of the playField
`protected boolean` | `C_Arena.isFree(D_Vec2D vec)`
`protected boolean` | `C_Arena.isGoody(D_Vec2D vec)`
`protected boolean` | `C_Arena.isSnake(D_Vec2D vec)`
`protected boolean` | `C_Arena.isSpecialField(D_Vec2D vec)`
`protected boolean` | `C_Arena.isWall(D_Vec2D vec)`
`protected void` | `C_GameObject.jumpHeadPos(D_Vec2D dest)` Moves only the head and the zero-element of the position-list to the new position
`protected void` | `C_Goody.jumpTo(D_Vec2D pos, C_Arena arena)`
`protected abstract void` | `C_GameObject.jumpTo(D_Vec2D pos, C_Arena arena)` moves the object with all its positions to the specific position.
`protected void` | `C_Snake.jumpTo(D_Vec2D pos, C_Arena arena)` turns the head of the object to `left_right`
`protected boolean` | `C_Arena.setCharOnPosition(D_Vec2D vec, char c)` sets at the coordiantes of `vec` the character `c`
`protected boolean` | `C_Arena.setFree(D_Vec2D vec)` sets at the coordiantes of `vec` a free field
`protected void` | `C_GameObject.setHeadPosition(D_Vec2D headPosition)`

Constructors in de.farafin.snEADy.world with parameters of type D_Vec2D
`C_GameObject(D_Vec2D headPosition, int faceDirection, char ownChar, long waitCycles, GameParameter parameter)` constructor
`C_GameObject(D_Vec2D headPosition, int faceDirection, RingVector objPositions, char ownChar, long waitCycles, GameParameter parameter)` create constructor
`C_GLength(D_Vec2D pos, int length, GameParameter parameter)`
`C_Goody(D_Vec2D headPosition, int faceDirection, char ownChar, long waitCycles, GameParameter parameter)`
`C_Goody(D_Vec2D headPosition, int faceDirection, RingVector objPositions, char ownChar, long waitCycles, GameParameter parameter)`
`C_GPoints(D_Vec2D pos, int amount, GameParameter parameter)`
`C_GSpeed(D_Vec2D pos, int amount, GameParameter parameter)` constructor
`C_Snake(D_Vec2D headPosition, int faceDirection, char ownChar, D_PlayerData pilot, long waitCycles, GameParameter parameter)` constructor
`C_Snake(D_Vec2D headPosition, int faceDirection, char ownChar, int length, D_PlayerData pilot, long waitCycles, GameParameter parameter)` constructor
`C_Snake(D_Vec2D headPosition, int faceDirection, RingVector objPositions, char ownChar, int length, D_PlayerData pilot, long waitCycles, GameParameter parameter)` smart Constructor
`C_Snake(D_Vec2D headPosition, int faceDirection, RingVector objPositions, char ownChar, int status, int length, D_PlayerData pilot, long waitCycles, GameParameter parameter)` create Constructor

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