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| | VObject (sf::Vector2f position, sf::Vector2f size=sf::Vector2f()) |
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| | VObject (float x=0, float y=0, float width=0, float height=0) |
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| void | SetPositionAtCentre (float x, float y) |
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| void | SetPositionAtCentre (sf::Vector2f newPos) |
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| bool | IsSolid () |
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| virtual void | Reset (sf::Vector2f newPos) |
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| virtual void | Reset (float x, float y) |
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| virtual void | Hurt (float damage) |
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| virtual void | Update (float dt) |
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| virtual void | Draw (sf::RenderTarget &RenderTarget) |
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virtual void | Destroy () |
| | Destroys object and any data that must be destroyed.
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| virtual void | Kill () |
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virtual void | Revive () |
| | Revives the object by setting both alive and exists back to true.
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| static bool | separate (VObject *a, VObject *b) |
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| static bool | separateCircle (VObject *a, VObject *b) |
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| static bool | touchFlag (VObject *a, VObject *b) |
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| static float | computeVelocity (float v, float a, float d, float max, float dt) |
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| static bool | TestInView (const sf::View &renderTargetView, sf::View *defaultView, VObject *o, const sf::FloatRect &renderBox=sf::FloatRect()) |
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| static const wchar_t * | VString (const char *fmt,...) |
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| static void | VLog (const char *fmt,...) |
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| static void | VLogError (const char *fmt,...) |
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| static void | VClearLog () |
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sf::Vector2f | Position |
| | Position of the object.
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sf::Vector2f | Size |
| | Size of the object.
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sf::Vector2f | Last |
| | Position of the object on the previous frame.
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float | Radius = 0 |
| | Radius amount for Circle Collisions.
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float | Angle = 0 |
| | Angle of object.
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float | AngleVelocity = 0 |
| | Velocity of rotation.
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float | AngleAcceleration = 0 |
| | Acceleration of rotation.
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float | AngleDrag = 0 |
| | Drag of rotation.
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float | AngleMax = 10000 |
| | Maximum Velocity of rotation.
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bool | Moves = true |
| | If true, updates the objects position and angle.
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sf::Vector2f | Velocity |
| | Velocity of movement.
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sf::Vector2f | Acceleration |
| | Acceleration of movement.
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sf::Vector2f | Drag |
| | Drag of movement.
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sf::Vector2f | MaxVelocity |
| | Maximum velocity of movement.
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sf::Vector2f | ScrollFactor |
| | The amount the object will appear to move when the camera scrolls (1.0f = Scrolls as fast as the camera, 0.5f = Scrolls half as fast as the camera). Good for parallax scrolling.
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float | RotateFactor = 1 |
| | The amount the object will appear to rotate when the camera rotates (1.0f = Rotates as fast as the camera, 0.5f = Rotates half as fast as the camera). Good for parallax scrolling.
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float | ZoomFactor = 1 |
| | The amount the object will appear to scale when the camera zooms (1.0f = Scales as fast as the camera, 0.5f = Scales half as fast as the camera). Good for parallax scrolling.
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float | Elasticity = 0 |
| | Bounciness of the object (0 assumes no bounce)
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float | Mass = 1 |
| | Mass of object in comparison to other objects in world.
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float | Health = 100 |
| | Standard health value (object dies if health is <= 0 when modified in the Hurt function)
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bool | Immovable = false |
| | If true, the object will not change its velocity on collision.
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unsigned char | Touching = SidesTouching::TOUCHNONE |
| | Which sides are currently touching (is reset on each Update call!)
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unsigned char | WasTouching = SidesTouching::TOUCHNONE |
| | Which sides on previous frame were touching (is reset on each Update call!)
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unsigned char | AllowCollisions = SidesTouching::TOUCHALL |
| | Which sides are allowed to check collisions for.
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bool | CollisionXDrag = true |
| | Useful for moving platforms.
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bool | active = true |
| | Base can be updated using Update if true.
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bool | visible = true |
| | Base can be rendered using Draw if true.
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bool | alive = true |
| | Helper member that is mainly used filter out behaviours to objects which aren't alive in the scene.
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bool | exists = true |
| | Base can be updated and rendered if true, else it would no longer be treated as being part of the scene.
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VType | type = NONE |
| | Base object type, typically set in the constructor of an inherited object to specify what type it is.
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uint32_t | RefCount = 0 |
| | Counts the amount of times the object is referenced in groups, ensures an object is only destroyed when no longer part of a single group.
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Base object class that handles movement, rotation and collisions.