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Game Engine 2D Platformer
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Represents an interactable entity in the game that includes Main Character, NPC, Tiles , and etc. More...
#include <GameEntity.hpp>

Public Member Functions | |
| GameEntity (entityType eType) | |
| Constructor of GameEntity. More... | |
| ~GameEntity () | |
| Destructor of GameEntity. More... | |
| void | StartUp (Vector2D position, Vector2D velocity, int width, int height) |
| Initializes attributes for the GameEntity object. More... | |
| void | ShutDown () |
| Destrotys and free attributes of the GameEntity Class. More... | |
| void | Update () |
| Updates the position of the game entity. More... | |
| void | Render () |
| Renders the object on screen for the GameEntity Class. More... | |
| SDL_Rect * | GetRectangle () |
| Returns the Rectangle for GameEntity. More... | |
| SDL_Event | GetEvent () |
| Returns the Event for GameEntity. More... | |
| int | GetWidth () |
| Returns the Width of GameEntity. More... | |
| int | GetHeight () |
| Returns the Height of GameEntity. More... | |
| void | AddComponent (std::shared_ptr< Component > component) |
| Adds different components to the GameEntity. More... | |
| void | SetEvent (SDL_Event &e) |
| Sets the SDL_Event for GameEntity class. More... | |
| void | SetManager (EntityManager *entityManager) |
| Sets EntityManager for GameEntity. More... | |
| void | Reset () |
| Resets the GameEntity. More... | |
Public Attributes | |
| Vector2D | position |
| Vector2D | velocity |
| SDL_RendererFlip | flip = SDL_FLIP_NONE |
| SDL_Rect | rect |
| SDL_Rect | src |
| SDL_Rect | dest |
| SDL_Texture * | m_texture |
| bool | win = false |
| bool | lose = false |
| int | lives = 3 |
| int | score = 0 |
| bool | eatSound = false |
| bool | deathSound = false |
| bool | collectItemSound = false |
| bool | jumpSound = false |
| bool | cameraFlag = false |
| int | xPosTile = 0 |
| std::vector< int > | collectablesAvailable |
| int | arrayPos = 0 |
| bool | collectable = false |
| entityType | eType |
| bool | jumping = false |
| bool | isGrounded = false |
| EntityManager * | entityManager |
| Vector2D | initialPosition |
| Vector2D | initialVelocity |
Represents an interactable entity in the game that includes Main Character, NPC, Tiles , and etc.
| GameEntity::GameEntity | ( | entityType | eType | ) |
Constructor of GameEntity.
| eType | an Enum of entityType |
| GameEntity::~GameEntity | ( | ) |
Destructor of GameEntity.
| void GameEntity::AddComponent | ( | std::shared_ptr< Component > | component | ) |
Adds different components to the GameEntity.
Adds component to the component vector in GameEntity.
| component | Shared pointer to the Component object |
| std::shared_ptr<Component> | component |
| SDL_Event GameEntity::GetEvent | ( | ) |
Returns the Event for GameEntity.
Returns the event stored in GameEntity
| int GameEntity::GetHeight | ( | ) |
| SDL_Rect * GameEntity::GetRectangle | ( | ) |
Returns the Rectangle for GameEntity.
Returns the rectangle stored in GameEntity.
| int GameEntity::GetWidth | ( | ) |
| void GameEntity::Render | ( | ) |
Renders the object on screen for the GameEntity Class.
Calls all the render functions for each component in GameEntity
| void GameEntity::Reset | ( | ) |
Resets the GameEntity.
| void GameEntity::SetEvent | ( | SDL_Event & | e | ) |
Sets the SDL_Event for GameEntity class.
Sets the GameEntity's event attribute to the param.
| e | SDL_Event |
| SDL_Event | e |
| void GameEntity::SetManager | ( | EntityManager * | entityManager | ) |
Sets EntityManager for GameEntity.
| entity | A pointer to EntityManager object |
| void GameEntity::ShutDown | ( | ) |
Destrotys and free attributes of the GameEntity Class.
Initializes attributes for the GameEntity object.
Updates the position of the game entity.
| position | A Vector2D object that takes in x&y coordinates for the GameEntity |
| velocity | A Vector2D object that takes in x&y velocity for the GameEntity |
| width | The width of the GameEntity |
| height | The height of the GameEntity |
| GameEntity | &entity |
| void GameEntity::Update | ( | ) |
Updates the position of the game entity.
Calls all the update functions for each component in GameEntity
| int GameEntity::arrayPos = 0 |
| bool GameEntity::cameraFlag = false |
| bool GameEntity::collectable = false |
| std::vector<int> GameEntity::collectablesAvailable |
| bool GameEntity::collectItemSound = false |
| bool GameEntity::deathSound = false |
| SDL_Rect GameEntity::dest |
| bool GameEntity::eatSound = false |
| EntityManager* GameEntity::entityManager |
| entityType GameEntity::eType |
| SDL_RendererFlip GameEntity::flip = SDL_FLIP_NONE |
| Vector2D GameEntity::initialPosition |
| Vector2D GameEntity::initialVelocity |
| bool GameEntity::isGrounded = false |
| bool GameEntity::jumping = false |
| bool GameEntity::jumpSound = false |
| int GameEntity::lives = 3 |
| bool GameEntity::lose = false |
| SDL_Texture* GameEntity::m_texture |
| Vector2D GameEntity::position |
| SDL_Rect GameEntity::rect |
| int GameEntity::score = 0 |
| SDL_Rect GameEntity::src |
| Vector2D GameEntity::velocity |
| bool GameEntity::win = false |
| int GameEntity::xPosTile = 0 |