Platform Data Engine 0.0.1
A data-driven game engine for platformers
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▼NPlatformDataEngine | |
CAlive | Class that defines an "alive" object, ie. an object that can take damage and die |
▼CAnimationController | A component that manages playing animations on a gameObject. Precondition: the game object must have a sprite renderer component. |
CAnimation | Represents an animation (a collection of frames) |
CAnimationFrame | Represents a frame in an animation |
CAudioSystem | |
CBoxQueryCallback | Not used |
CBullet | The MiniGun bullet projectile - currently exactly the same as the rocket projectile it will eventually have a unique sound, explosion, etc |
CCameraController | Handles moving the camera and targetting gameObjects |
CCharacterController | A component that handles player input and animations (if enabled) Precondition: if animations are enabled, the gameObject must have an animation controller component |
CClient | |
CComponent | The base component class, when creating components to add gameplay functionality, they should inherit from this class |
CComponentFactory | COMPONENT FACTORY This is a class that is responsible for creating components of different types from a string representation of the type. For example, if the component with type "AnimationController" is added in the json file, we need a way to make an object of type AnimationController so we'd call the following: ComponentFactory::create("AnimationController") |
CConnection | |
CConnectionStats | |
CContactFilter | Contact filter, overrides default to prevent rockets from colliding with player |
CDamageHandler | Base damage handler class responsible for handling onDeath and onDamage events from the Alive class |
CEngineStatsText | |
CGameObject | The base container class for a gameplay related object, it's drawable, transformable and components can be added to modify the funcionality. These classes are defined by the user in a json file. |
▼CGameWorld | Represents a game world with it's own tile map and gameObjects |
CPlayerSpawn | |
CGlobalEffects | |
▼CInputManager | The base class for an input manager, other classes can inherit this to feed input to the game. For example, if you had some hardware like a motion controller, midi keyboard or other weird device, you could make an input manager for it. |
CAxis | Defines an axis, this is usually something like a joystick slider or knob |
CButton | Defines a button (ie. something with a true/false state) |
CListMenu | |
CMenu | |
CMenuOption | |
CMiniGun | The Minigun component |
CNetworkable | |
CNetworkHandler | Base class for a network handler, responsible for handling network operations Example: Server, Client, etc. |
▼CNetworkInputManager | |
CAxis | |
CButton | |
CParticleSystem | The particle system component spawns a number of other game objects and applies a velocity to them |
CPDEPacket | How networking works: The server will spawn the entire world and start a simulation, it will send out spawn game object packets to all of it's clients to replicate the same world on their computers, the server will then spawn player game objects for each client that is connected and send out "BindPlayer" packets to the clients, this will tell the client which game object it is controlling (for things like the camera controller) |
CPhysBodyUserData | Data stored in physics bodies that are attached to a game object |
CPhysicsBody | A component that enables collision and rigidbody for a gameObject |
CPhysicsDebugDraw | |
▼CPlatformDataEngineWrapper | Game Wrapper |
CHostConfig | |
CJoinConfig | |
COptionsConfig | |
CProfileConfig | |
CPlayerDamageHandler | |
▼CPlayerInputManager | A basic input manager for keyboard, mouse and gamepad input from a player |
CAxis | |
CButton | |
CProjectile | The projectile generic class |
CPropDamageHandler | |
CRaycastCallback | Used when Box2d does a raycast |
CRocketLauncher | The rocket launcher component |
CRocketProjectile | The rocket launcher rocket projectile |
CServer | |
CSpike | |
CSpriteRenderer | A component that simply holds an SFML sprite and renders it. |
CStatsBar | |
CStatsPanel | |
CTextBox | |
CTextDrawable | A more generic text render drawable that can be used outside a component context |
CTextRenderer | A very basic text rendering component |
▼CTileMap | Responsible for loading a tiled TMX file, this currently does a lot of stuff, and that's not necessarily a good thing. Beware... messy code ahead! |
CTilesetPair | |
CTileset | Defines a tileset used in a tmx map. This is what actually gets drawn when target.draw(tileMap) is called, it will loop through all the tilesets and draw them each in a separate draw call |
CTileSprite | Since tilesets are drawn each in a single draw call, this isn't responsible for holding a texture or something like a normal sprite would hold. Instead it holds a tile index and a transform that can be referenced in a tileset |
CTileTexture | The tile texture class is responsible for defining a texture and a corrosponding rect inside that texture |
CTimedDestroy | Destroys the game object after a certain time useful for particles |
CUtility | Utility class for holding helper functions |
CWeapon | The weapon generic component |