| A |
Draw a UML diagram to show the relation between the classes cCritter, cCritterArmed, and cCritterBullet.
|
| B |
How does the cCritterArmed::update
method know when to shoot a bullet, and how does it prevent you from shooting the bullets too close together?
|
| C |
What steps take place when cCritterArmed::shoot
is called?
|
| D |
Why do we need a cBullet::initialize
method in addition to the cBullet
constructor?
|
| E |
How does cBullet::collide
make use of the cBullet::isTarget
method?
|
| F |
Why do bullets by default have a higher _collidepriority value than regular critters?
|
| G |
How does the cCritter::damage
method avoid having a critter getting damaged two times in a row by two nearby bullets?
|
| H |
What causes a cCritterArmedRobot
to keep shooting, and what controls how long it waits between shots?
|
| I |
What are the default values for the cCritterArmedPlayer
fields _attitudetomotionlock and _aimtoattitudelock? Why does the Pop Framework use these values?
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