A component that handles player input and animations (if enabled) Precondition: if animations are enabled, the gameObject must have an animation controller component
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void | init () |
| Called once on startup More...
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void | update (const float &dt, const float &elapsedTime) |
| Called every update cycle More...
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void | draw (sf::RenderTarget &target, sf::RenderStates states) const |
| Called every draw cycle More...
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void | copy (std::shared_ptr< Component > otherCompPtr) |
| Essentially a copy constructor except the generic shared pointer must be converted to the derived type using std::dynamic_pointer_cast More...
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void | loadDefinition (nlohmann::json object) |
| Called when game object definitions are loaded More...
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DirTestMask | isAdjacentWall () const |
| Checks if the character is adjacent to the ground or some other solid object More...
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bool | fastGroundCheck () const |
| Use this if you don't need to know the direction the player is contacting the ground More...
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InputManager * | getInputManager () const |
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virtual void | copy (std::shared_ptr< Component > otherCompPtr) |
| Essentially a copy constructor except the generic shared pointer must be converted to the derived type using std::dynamic_pointer_cast More...
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void | registerHierarchy (GameObject *parent) |
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virtual void | init () |
| Called once on startup More...
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virtual void | update (const float &dt, const float &elapsedTime) |
| Called every update cycle More...
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virtual void | draw (sf::RenderTarget &target, sf::RenderStates states) const |
| Called every draw cycle More...
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virtual void | networkSerializeInit (PDEPacket &output) |
| Called when sending data for the first time More...
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virtual void | networkDeserializeInit (PDEPacket &input) |
| Called when recieving data for the first time More...
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virtual void | networkSerialize (PDEPacket &output) |
| Use this function to serialize any members you want replicated this is handy for animation components that should copy their state to all client instances More...
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virtual void | networkDeserialize (PDEPacket &input) |
| Use this function to deserialize data coming from the server for this specific client More...
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virtual void | loadDefinition (nlohmann::json object) |
| Called when game object definitions are loaded More...
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std::string | getType () const |
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nlohmann::json | getProps () const |
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void | setType (const std::string &type) |
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void | setProps (nlohmann::json &props) |
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void | setIsDefinition (bool isDef) |
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virtual void | networkSerializeInit (PDEPacket &output)=0 |
| Called when an object is sent to the clients for the first time More...
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virtual void | networkDeserializeInit (PDEPacket &input)=0 |
| Called when an object is recieved on a client for the first time More...
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virtual void | networkSerialize (PDEPacket &output)=0 |
| Called every time an object is sent to a client More...
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virtual void | networkDeserialize (PDEPacket &input)=0 |
| Called every time an object is recieved from a client More...
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A component that handles player input and animations (if enabled) Precondition: if animations are enabled, the gameObject must have an animation controller component