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

Packages that use D_GameInfo
de.farafin.snEADy |
de.farafin.snEADy.communication |
de.farafin.snEADy.control.GaphixStuff |
de.farafin.snEADy.world |

Uses of D_GameInfo in de.farafin.snEADy

Fields in de.farafin.snEADy declared as D_GameInfo
`private D_GameInfo` | `M_Main.gameInfo` the game info that the manEngine gets after the play feald changed
`private D_GameInfo` | `M_GameEngine.gameInfo` the gameInfo instance from whitch a copy is given to other modules
`private D_GameInfo` | `M_Main.initGameInfo` the initial gameInfo. its stored to make it possible to restart teh game.
`private D_GameInfo` | `M_Main.recGameInfo` the initial record gameInfo. its stored to make it possible to restart the game.

Methods in de.farafin.snEADy that return D_GameInfo
`private D_GameInfo` | `M_GameEngine.generateGameInfo()` to send other modules the current gameState, its necessary to copy the data and send the data to all modules. this method just copys the data and stores them in a gameInfo instance.
`protected D_GameInfo` | `M_GameEngine.getGameInfo()`
`private D_GameInfo` | `M_GameEngine.reGenerateGameInfo()`

Methods in de.farafin.snEADy with parameters of type D_GameInfo
`protected boolean` | `M_GameEngine.initGame(D_GameInfo initData)` init the game
`private void` | `M_PlayerHandler.reGenPlayerInfo(int playerIndex, D_GameInfo gameInfo)` regenerate Player Info. it is no new instance build, but if the length some arrays doesnt fit, it will be renewed.
`protected void` | `M_PlayerHandler.runPlayer(D_GameInfo gameInfo, D_PlayerData[] playerData)` This methods organizes the player calculation.
`protected void` | `M_Main.update(D_GameInfo gInfo, C_Human[] humanInstances)` set the gameInfo and updates the graphic

Uses of D_GameInfo in de.farafin.snEADy.communication

Methods in de.farafin.snEADy.communication with parameters of type D_GameInfo
`void` | `D_GameInfo.copyOnMe(D_GameInfo gameInfo)` copys all data to the lokal instance. there is no new Instance created if all array sizes fit to each other

Constructors in de.farafin.snEADy.communication with parameters of type D_GameInfo
`D_GameInfo(D_GameInfo gameInfo)` copy constructor reference-copy of attrbutes: use copy() if you need a full copy

Uses of D_GameInfo in de.farafin.snEADy.control.GaphixStuff

Fields in de.farafin.snEADy.control.GaphixStuff declared as D_GameInfo
`protected static D_GameInfo` | `M_GraphixEngineUI.oldGameInfo`

Methods in de.farafin.snEADy.control.GaphixStuff with parameters of type D_GameInfo
`protected static void` | `M_GraphixEngineUI.checkActivations(D_GameInfo gameInfo)`
`private void` | `M_GraphixEngineUI.Gr_Arena.convert(char[][] fieldDest, char[][] fieldSrc, D_GameInfo gameInfo)`
`protected static void` | `M_GraphixEngineUI.drawMenuElements(java.awt.Graphics g, D_GameInfo gameInfo)`
`void` | `M_GraphixEngineUI.Gr_Arena.update(char[][] src, D_GameInfo gameInfo)`
`static void` | `M_GraphixEngineUI.update(D_GameInfo gameInfo, C_Human[] humanPlayer)`
`private static void` | `M_GraphixEngineUI.updatePlayer(D_GameInfo gameInfo)`
`private static void` | `M_GraphixEngineUI.updatePlayerTab(D_GameInfo gameInfo)`
`private static void` | `M_GraphixEngineUI.updateTexts(D_GameInfo gameInfo, java.awt.Graphics g)`

Constructors in de.farafin.snEADy.control.GaphixStuff with parameters of type D_GameInfo
`M_GraphixEngineUI.Gr_Arena(char[][] newField, D_GameInfo gameInfo)`

Uses of D_GameInfo in de.farafin.snEADy.world

Methods in de.farafin.snEADy.world with parameters of type D_GameInfo
`private void` | `C_World.placeGoody(D_GameInfo gameInfo)` sets a new goody and estimates the next goody time
`void` | `I_World_interface.recordGameCycle(D_GameInfo gameInfo)` computes the record of a game cycle (level + player => recordFile) WARNING there are no control routines if the numbers fit to its range because we do not expact that this could happen in teh game.
`void` | `C_World.recordGameCycle(D_GameInfo gameInfo)`
`boolean` | `I_World_interface.replayGameCycle(D_GameInfo gameInfo, D_PlayerData[] playerData)` computes the replay of a game cycle (replayFile => level + player)
`boolean` | `C_World.replayGameCycle(D_GameInfo gameInfo, D_PlayerData[] playerData)`
`boolean` | `C_World.replayGameCycle1011(D_GameInfo gameInfo, D_PlayerData[] playerData)` replay vis snEADy version 1.011
`boolean` | `C_World.replayGameCycle1012(D_GameInfo gameInfo, D_PlayerData[] playerData)` replay vis snEADy version 1.012
`void` | `I_World_interface.update(D_GameInfo gameInfo)` calculate the new playfield with the informations in gameInfo stores the changed data in gameInfo
`void` | `C_World.update(D_GameInfo gameInfo)`
`void` | `I_World_interface.updateInfos(D_GameInfo gameInfo)`
`void` | `C_World.updateInfos(D_GameInfo gameInfo)`

Constructors in de.farafin.snEADy.world with parameters of type D_GameInfo
`C_Arena(D_GameInfo gameInfo, GameParameter parameter)` constructor
`C_World(D_GameInfo gameInfo, GameParameter parameter)` constructor

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