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? |