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.
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| GameObject (bool isDef=false) |
| Constructor, keep in mind this is called when creating a gameObject definition as well as an instance. Definitions are loaded in memory as simple gameObjects so they can be instantiated using the copy constructor and std::make_shared()
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| GameObject (const GameObject &other) |
| Copy constructor More...
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void | init () |
| Calls init() for every component in this gameObject and itself
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void | update (const float &dt, const float &elapsedTime) |
| Runs the update loop for every component in this gameObject and itself More...
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void | networkSerialize (PDEPacket &output) |
| Called every time an object is sent to a client More...
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void | networkDeserialize (PDEPacket &input) |
| Called every time an object is recieved from a client More...
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void | networkSerializeInit (PDEPacket &output) |
| Called when an object is sent to the clients for the first time More...
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void | networkDeserializeInit (PDEPacket &input) |
| Called when an object is recieved on a client for the first time More...
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void | draw (sf::RenderTarget &target, sf::RenderStates states) const |
| Drawcall, never call explicitly More...
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void | loadDefinition (const std::string &filename) |
| Loads a gameObject definition from a json file More...
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void | registerComponentHierarchy (std::shared_ptr< GameObject > self) |
| Adds the gameObject pointer as the parent for each component this object owns More...
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bool | isDefinition () const |
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void | setIsDefinition (bool isDef) |
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int | getZlayer () const |
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void | setZlayer (int zLayer) |
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void | addChild (std::shared_ptr< GameObject > gameObject) |
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void | setParent (std::shared_ptr< GameObject > gameObject) |
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void | setIsUI (bool isUI) |
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bool | getIsUI () const |
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void | setConnection (std::shared_ptr< Connection > conn) |
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std::shared_ptr< Connection > | getConnection () const |
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std::shared_ptr< GameObject > | getParent () |
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void | setAlreadyReplicated (bool replicated) |
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std::string | getId () const |
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void | setId (const std::string &id) |
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void | setName (const std::string &name) |
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void | destroySelf () |
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std::string | getType () const |
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void | setType (const std::string &type) |
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bool | getDestroyed () const |
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std::vector< std::shared_ptr< GameObject > > | getChildren () const |
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void | setNetworked (bool networked) |
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bool | getNetworked () |
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void | setHasBeenSent (const std::string &id) |
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bool | getHasBeenSent (const std::string &id) const |
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void | sortChildZ () |
| Makes sure children are in the correct Z order for drawing
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template<typename T > |
std::shared_ptr< T > | findComponentOfType () const |
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void | onDeath () |
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void | onDamage (float currentHP) |
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| Alive () |
| Constructor
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void | damage (float damageAmount) |
| Deals damage and checks for death More...
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float | getHealth () const |
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void | setHealth (float hp) |
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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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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.