Platform Data Engine 0.0.1
A data-driven game engine for platformers
PlatformDataEngine::PlayerDamageHandler Class Reference
Inheritance diagram for PlatformDataEngine::PlayerDamageHandler:
PlatformDataEngine::DamageHandler PlatformDataEngine::Component PlatformDataEngine::Networkable

Additional Inherited Members

virtual void init ()=0
 Called once on startup More...
 
virtual void update (const float &dt, const float &elapsedTime)=0
 Called every update cycle More...
 
virtual void draw (sf::RenderTarget &target, sf::RenderStates states) const =0
 Called every draw cycle More...
 
virtual void copy (std::shared_ptr< Component > otherCompPtr)=0
 Essentially a copy constructor except the generic shared pointer must be converted to the derived type using std::dynamic_pointer_cast More...
 
virtual void loadDefinition (nlohmann::json object)=0
 Called when game object definitions are loaded More...
 
virtual void onDeath ()=0
 
virtual void onDamage (float currentHP)=0
 
- Public Member Functions inherited from PlatformDataEngine::Component
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...
 
void registerHierarchy (GameObject *parent)
 
virtual void init ()
 Called once on startup More...
 
virtual void update (const float &dt, const float &elapsedTime)
 Called every update cycle More...
 
virtual void draw (sf::RenderTarget &target, sf::RenderStates states) const
 Called every draw cycle More...
 
virtual void networkSerializeInit (PDEPacket &output)
 Called when sending data for the first time More...
 
virtual void networkDeserializeInit (PDEPacket &input)
 Called when recieving data for the first time More...
 
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...
 
virtual void networkDeserialize (PDEPacket &input)
 Use this function to deserialize data coming from the server for this specific client More...
 
virtual void loadDefinition (nlohmann::json object)
 Called when game object definitions are loaded More...
 
std::string getType () const
 
nlohmann::json getProps () const
 
void setType (const std::string &type)
 
void setProps (nlohmann::json &props)
 
void setIsDefinition (bool isDef)
 
virtual void networkSerializeInit (PDEPacket &output)=0
 Called when an object is sent to the clients for the first time More...
 
virtual void networkDeserializeInit (PDEPacket &input)=0
 Called when an object is recieved on a client for the first time More...
 
virtual void networkSerialize (PDEPacket &output)=0
 Called every time an object is sent to a client More...
 
virtual void networkDeserialize (PDEPacket &input)=0
 Called every time an object is recieved from a client More...
 
- Protected Attributes inherited from PlatformDataEngine::DamageHandler
bool m_died
 
- Protected Attributes inherited from PlatformDataEngine::Component
std::map< std::string, nlohmann::json > m_properties
 
GameObjectm_parent
 
bool m_isDefinition
 
nlohmann::json m_all_props
 
std::string m_type
 

The documentation for this class was generated from the following files: