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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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   <div id="projectname">Rally X
   
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   <div id="projectbrief">ELEN3009 Project by Justin Wernick and David Schneider</div>
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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pri-attribs">Private Attributes</a> &#124;
<a href="#pri-static-attribs">Static Private Attributes</a>  </div>
  <div class="headertitle">
<div class="title">PlayerCar Class Reference</div>  </div>
</div>
<div class="contents">
<!-- doxytag: class="PlayerCar" --><!-- doxytag: inherits="Car" -->
<p>A <a class="el" href="class_game_object.html" title="Parent class for objects that are placed in the maze.">GameObject</a> that is controlled by the player.  
 <a href="class_player_car.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>&gt;</code></p>
<div class="dynheader">
Inheritance diagram for PlayerCar:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_player_car.png" usemap="#PlayerCar_map" alt=""/>
  <map id="PlayerCar_map" name="PlayerCar_map">
<area href="class_car.html" title="GameObject that moves through the maze and changes direction." alt="Car" shape="rect" coords="0,56,81,80"/>
<area href="class_game_object.html" title="Parent class for objects that are placed in the maze." alt="GameObject" shape="rect" coords="0,0,81,24"/>
</map>
 </div></div>

<p><a href="class_player_car-members.html">List of all members.</a></p>
<table class="memberdecls">
<tr><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#a59864f7746f6b96364cc5cc87f9b70e0">PlayerCar</a> (double x, double y, <a class="el" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28f">Maze::Direction</a> facing=Maze::UP)</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> at the given location facing in the given direction.  <a href="#a59864f7746f6b96364cc5cc87f9b70e0"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#ae8c5ef8fb59e015c17ddad6ed9ebf907">update</a> (const <a class="el" href="class_maze.html">Maze</a> &amp;maze, list&lt; <a class="el" href="class_smokescreen.html">Smokescreen</a> &gt; &amp;currentSmoke)</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Processes one frame's worth of activity for the object, called every frame.  <a href="#ae8c5ef8fb59e015c17ddad6ed9ebf907"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#aafbb292597e0e4648a52444b25e0c5d1">makeSmoke</a> (list&lt; <a class="el" href="class_smokescreen.html">Smokescreen</a> &gt; &amp;currentSmoke)</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> one block behind the player if the action is viable.  <a href="#aafbb292597e0e4648a52444b25e0c5d1"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#aaa8b9d66c0c4e4eab5a303dd0a4e5f39">gotCheckpoint</a> ()</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Function that is called when the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> collides with a <a class="el" href="class_checkpoint.html" title="GameObject that the player needs to pick up by driving over.">Checkpoint</a>.  <a href="#aaa8b9d66c0c4e4eab5a303dd0a4e5f39"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#a1bdd1dbdf1158b740cd1bcb757f8c578">crash</a> ()</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Function that is called when the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> collides with an <a class="el" href="class_enemy_car.html" title="GameObject that chases the player around the maze.">EnemyCar</a>.  <a href="#a1bdd1dbdf1158b740cd1bcb757f8c578"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#af32c01166e92d567202c8415cb3e7c88">petrol</a> () const </td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Function to allow access to the amount of petrol that the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> still has.  <a href="#af32c01166e92d567202c8415cb3e7c88"></a><br/></td></tr>
<tr><td colspan="2"><h2><a name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_keyboard_handler.html">KeyboardHandler</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#a5f8477ebd7de6298151ed70fbb9ffa4f">_input</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Object that handles all interaction with the player.  <a href="#a5f8477ebd7de6298151ed70fbb9ffa4f"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#a51f836c3619c42df7762d440e8007010">_petrol</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of petrol that the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> still has.  <a href="#a51f836c3619c42df7762d440e8007010"></a><br/></td></tr>
<tr><td colspan="2"><h2><a name="pri-static-attribs"></a>
Static Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">static const double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#a1f0b0226242250bd470f48b73defe3be">PETROL_USE_RATE</a> = 0.0007</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of petrol used every frame.  <a href="#a1f0b0226242250bd470f48b73defe3be"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">static const double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#af4d042839afea10b0947837040eab12c">PETROL_USE_SMOKESCREEN</a> = 0.05</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of petrol used to create a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a>.  <a href="#af4d042839afea10b0947837040eab12c"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">static const double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_player_car.html#aa51ff0da924f9f9b2ea95907a7a26784">PETROL_FROM_CHECKPOINT</a> = 0.2</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of petrol gained from collecting a <a class="el" href="class_checkpoint.html" title="GameObject that the player needs to pick up by driving over.">Checkpoint</a>.  <a href="#aa51ff0da924f9f9b2ea95907a7a26784"></a><br/></td></tr>
</table>
<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>A <a class="el" href="class_game_object.html" title="Parent class for objects that are placed in the maze.">GameObject</a> that is controlled by the player. </p>
<p>Contains a <a class="el" href="class_keyboard_handler.html" title="Class for handling keyboard related game inputs from the player.">KeyboardHandler</a> to accept user input.</p>
<dl class="author"><dt><b>Author:</b></dt><dd>Justin Wernick </dd>
<dd>
David Schneider </dd></dl>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00023">23</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a59864f7746f6b96364cc5cc87f9b70e0"></a><!-- doxytag: member="PlayerCar::PlayerCar" ref="a59864f7746f6b96364cc5cc87f9b70e0" args="(double x, double y, Maze::Direction facing=Maze::UP)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">PlayerCar::PlayerCar </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>x</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>y</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28f">Maze::Direction</a>&#160;</td>
          <td class="paramname"><em>facing</em> = <code>Maze::UP</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Creates a <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> at the given location facing in the given direction. </p>
<p>In the current form of the level files, there is no way to distinguish the direction that the player is facing, so the default of UP is used. However, the ability to pass in a facing is useful in the unit tests.</p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">x</td><td>The x coordinate of the object's initial position. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">y</td><td>The y coordinate of the object's initial position. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">facing</td><td>The direction that the object is initially facing. </td></tr>
  </table>
  </dd>
</dl>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00003">3</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

</div>
</div>
<hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="a1bdd1dbdf1158b740cd1bcb757f8c578"></a><!-- doxytag: member="PlayerCar::crash" ref="a1bdd1dbdf1158b740cd1bcb757f8c578" args="()" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void PlayerCar::crash </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Function that is called when the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> collides with an <a class="el" href="class_enemy_car.html" title="GameObject that chases the player around the maze.">EnemyCar</a>. </p>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00073">73</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

</div>
</div>
<a class="anchor" id="aaa8b9d66c0c4e4eab5a303dd0a4e5f39"></a><!-- doxytag: member="PlayerCar::gotCheckpoint" ref="aaa8b9d66c0c4e4eab5a303dd0a4e5f39" args="()" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void PlayerCar::gotCheckpoint </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Function that is called when the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> collides with a <a class="el" href="class_checkpoint.html" title="GameObject that the player needs to pick up by driving over.">Checkpoint</a>. </p>
<p>Increases the amount of petrol by PETROL_FROM_CHECKPOINT. </p>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00078">78</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

</div>
</div>
<a class="anchor" id="aafbb292597e0e4648a52444b25e0c5d1"></a><!-- doxytag: member="PlayerCar::makeSmoke" ref="aafbb292597e0e4648a52444b25e0c5d1" args="(list&lt; Smokescreen &gt; &amp;currentSmoke)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void PlayerCar::makeSmoke </td>
          <td>(</td>
          <td class="paramtype">list&lt; <a class="el" href="class_smokescreen.html">Smokescreen</a> &gt; &amp;&#160;</td>
          <td class="paramname"><em>currentSmoke</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Creates a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> one block behind the player if the action is viable. </p>
<p>The action is viable if the object has more than PETROL_USE_SMOKESCREEN petrol. Further, the position must not overlap with existing Smokescreens. This allows the player to hold down the <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> button without creating a new <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> every frame. Creating a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> decreases the petrol by PETROL_USE_SMOKESCREEN.</p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in,out]</td><td class="paramname">currentSmoke</td><td>The list of Smokescreens being drawn, that the new Smokescreens will be added to the back of. </td></tr>
  </table>
  </dd>
</dl>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00028">28</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

</div>
</div>
<a class="anchor" id="af32c01166e92d567202c8415cb3e7c88"></a><!-- doxytag: member="PlayerCar::petrol" ref="af32c01166e92d567202c8415cb3e7c88" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">double PlayerCar::petrol </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Function to allow access to the amount of petrol that the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> still has. </p>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00084">84</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

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<a class="anchor" id="ae8c5ef8fb59e015c17ddad6ed9ebf907"></a><!-- doxytag: member="PlayerCar::update" ref="ae8c5ef8fb59e015c17ddad6ed9ebf907" args="(const Maze &amp;maze, list&lt; Smokescreen &gt; &amp;currentSmoke)" -->
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          <td class="memname">void PlayerCar::update </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="class_maze.html">Maze</a> &amp;&#160;</td>
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          <td class="paramtype">list&lt; <a class="el" href="class_smokescreen.html">Smokescreen</a> &gt; &amp;&#160;</td>
          <td class="paramname"><em>currentSmoke</em>&#160;</td>
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<p>Processes one frame's worth of activity for the object, called every frame. </p>
<p>The Keyboard handler is called for the user's input. Based on this, the direction can be changed, and a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a> can be created and added to the list of already existing Smokescreens. The <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> is then moved. Petrol is decreased by PETROL_USE_RATE on every update.</p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">maze</td><td>The <a class="el" href="class_maze.html" title="A rectangular 2D boolean array, representing where cars can drive and where they cannot.">Maze</a> that confines the PlayerCar's movement. </td></tr>
    <tr><td class="paramdir">[in,out]</td><td class="paramname">currentSmoke</td><td>The list of Smokescreens being drawn, that the new Smokescreens will be added to the back of. </td></tr>
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</dl>

<p>Definition at line <a class="el" href="_player_car_8cpp_source.html#l00010">10</a> of file <a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a>.</p>

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<hr/><h2>Member Data Documentation</h2>
<a class="anchor" id="a5f8477ebd7de6298151ed70fbb9ffa4f"></a><!-- doxytag: member="PlayerCar::_input" ref="a5f8477ebd7de6298151ed70fbb9ffa4f" args="" -->
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          <td class="memname"><a class="el" href="class_keyboard_handler.html">KeyboardHandler</a> <a class="el" href="class_player_car.html#a5f8477ebd7de6298151ed70fbb9ffa4f">PlayerCar::_input</a><code> [private]</code></td>
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<p>Object that handles all interaction with the player. </p>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00084">84</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>

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<a class="anchor" id="a51f836c3619c42df7762d440e8007010"></a><!-- doxytag: member="PlayerCar::_petrol" ref="a51f836c3619c42df7762d440e8007010" args="" -->
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          <td class="memname">double <a class="el" href="class_player_car.html#a51f836c3619c42df7762d440e8007010">PlayerCar::_petrol</a><code> [private]</code></td>
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<p>The amount of petrol that the <a class="el" href="class_player_car.html" title="A GameObject that is controlled by the player.">PlayerCar</a> still has. </p>
<p>Measured as a fraction, with 1 being a full tank and 0 being empty. When the petrol reaches 0, it is kept at zero and the PlayerCar's speed is halved. </p>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00092">92</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>

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<a class="anchor" id="aa51ff0da924f9f9b2ea95907a7a26784"></a><!-- doxytag: member="PlayerCar::PETROL_FROM_CHECKPOINT" ref="aa51ff0da924f9f9b2ea95907a7a26784" args="" -->
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          <td class="memname">const double <a class="el" href="class_player_car.html#aa51ff0da924f9f9b2ea95907a7a26784">PlayerCar::PETROL_FROM_CHECKPOINT</a> = 0.2<code> [static, private]</code></td>
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<p>The amount of petrol gained from collecting a <a class="el" href="class_checkpoint.html" title="GameObject that the player needs to pick up by driving over.">Checkpoint</a>. </p>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00096">96</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>

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<a class="anchor" id="a1f0b0226242250bd470f48b73defe3be"></a><!-- doxytag: member="PlayerCar::PETROL_USE_RATE" ref="a1f0b0226242250bd470f48b73defe3be" args="" -->
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          <td class="memname">const double <a class="el" href="class_player_car.html#a1f0b0226242250bd470f48b73defe3be">PlayerCar::PETROL_USE_RATE</a> = 0.0007<code> [static, private]</code></td>
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<p>The amount of petrol used every frame. </p>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00094">94</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>

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<a class="anchor" id="af4d042839afea10b0947837040eab12c"></a><!-- doxytag: member="PlayerCar::PETROL_USE_SMOKESCREEN" ref="af4d042839afea10b0947837040eab12c" args="" -->
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          <td class="memname">const double <a class="el" href="class_player_car.html#af4d042839afea10b0947837040eab12c">PlayerCar::PETROL_USE_SMOKESCREEN</a> = 0.05<code> [static, private]</code></td>
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<p>The amount of petrol used to create a <a class="el" href="class_smokescreen.html" title="GameObject that causes the EnemyCar to be delayed if they crash into it.">Smokescreen</a>. </p>

<p>Definition at line <a class="el" href="_player_car_8h_source.html#l00095">95</a> of file <a class="el" href="_player_car_8h_source.html">PlayerCar.h</a>.</p>

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<hr/>The documentation for this class was generated from the following files:<ul>
<li>source/logic/<a class="el" href="_player_car_8h_source.html">PlayerCar.h</a></li>
<li>source/logic/<a class="el" href="_player_car_8cpp_source.html">PlayerCar.cpp</a></li>
</ul>
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