Platform Data Engine 0.0.1
A data-driven game engine for platformers
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▼CPlatformDataEngine::Alive | Class that defines an "alive" object, ie. an object that can take damage and die |
CPlatformDataEngine::GameObject | 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. |
CPlatformDataEngine::AnimationController::Animation | Represents an animation (a collection of frames) |
CPlatformDataEngine::AnimationController::AnimationFrame | Represents a frame in an animation |
CPlatformDataEngine::AudioSystem | |
▼CPlatformDataEngine::InputManager::Axis | Defines an axis, this is usually something like a joystick slider or knob |
CPlatformDataEngine::NetworkInputManager::Axis | |
CPlatformDataEngine::PlayerInputManager::Axis | |
▼Cb2ContactFilter | |
CPlatformDataEngine::ContactFilter | Contact filter, overrides default to prevent rockets from colliding with player |
▼Cb2Draw | |
CPlatformDataEngine::PhysicsDebugDraw | |
▼Cb2QueryCallback | |
CPlatformDataEngine::BoxQueryCallback | Not used |
▼Cb2RayCastCallback | |
CPlatformDataEngine::RaycastCallback | Used when Box2d does a raycast |
▼CPlatformDataEngine::InputManager::Button | Defines a button (ie. something with a true/false state) |
CPlatformDataEngine::NetworkInputManager::Button | |
CPlatformDataEngine::PlayerInputManager::Button | |
CPlatformDataEngine::CameraController | Handles moving the camera and targetting gameObjects |
CPlatformDataEngine::ComponentFactory | 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") |
CPlatformDataEngine::ConnectionStats | |
▼Csf::Drawable | |
▼CPlatformDataEngine::Component | The base component class, when creating components to add gameplay functionality, they should inherit from this class |
CPlatformDataEngine::AnimationController | A component that manages playing animations on a gameObject. Precondition: the game object must have a sprite renderer component. |
CPlatformDataEngine::CharacterController | A component that handles player input and animations (if enabled) Precondition: if animations are enabled, the gameObject must have an animation controller component |
▼CPlatformDataEngine::DamageHandler | Base damage handler class responsible for handling onDeath and onDamage events from the Alive class |
CPlatformDataEngine::PlayerDamageHandler | |
CPlatformDataEngine::PropDamageHandler | |
CPlatformDataEngine::ListMenu | |
CPlatformDataEngine::Menu | |
CPlatformDataEngine::ParticleSystem | The particle system component spawns a number of other game objects and applies a velocity to them |
CPlatformDataEngine::PhysicsBody | A component that enables collision and rigidbody for a gameObject |
▼CPlatformDataEngine::Projectile | The projectile generic class |
CPlatformDataEngine::Bullet | The MiniGun bullet projectile - currently exactly the same as the rocket projectile it will eventually have a unique sound, explosion, etc |
CPlatformDataEngine::RocketProjectile | The rocket launcher rocket projectile |
CPlatformDataEngine::Spike | |
CPlatformDataEngine::SpriteRenderer | A component that simply holds an SFML sprite and renders it. |
CPlatformDataEngine::StatsPanel | |
▼CPlatformDataEngine::TextRenderer | A very basic text rendering component |
CPlatformDataEngine::EngineStatsText | |
CPlatformDataEngine::TimedDestroy | Destroys the game object after a certain time useful for particles |
▼CPlatformDataEngine::Weapon | The weapon generic component |
CPlatformDataEngine::MiniGun | The Minigun component |
CPlatformDataEngine::RocketLauncher | The rocket launcher component |
CPlatformDataEngine::GameObject | 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. |
CPlatformDataEngine::GameWorld | Represents a game world with it's own tile map and gameObjects |
▼CPlatformDataEngine::MenuOption | |
CPlatformDataEngine::TextBox | |
CPlatformDataEngine::StatsBar | |
CPlatformDataEngine::TextDrawable | A more generic text render drawable that can be used outside a component context |
CPlatformDataEngine::TileMap | 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! |
CPlatformDataEngine::Tileset | 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 |
CPlatformDataEngine::GlobalEffects | |
CPlatformDataEngine::PlatformDataEngineWrapper::HostConfig | |
▼CPlatformDataEngine::InputManager | 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. |
CPlatformDataEngine::NetworkInputManager | |
CPlatformDataEngine::PlayerInputManager | A basic input manager for keyboard, mouse and gamepad input from a player |
CPlatformDataEngine::PlatformDataEngineWrapper::JoinConfig | |
▼CPlatformDataEngine::Networkable | |
CPlatformDataEngine::Component | The base component class, when creating components to add gameplay functionality, they should inherit from this class |
CPlatformDataEngine::Connection | |
CPlatformDataEngine::GameObject | 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. |
▼CPlatformDataEngine::NetworkHandler | Base class for a network handler, responsible for handling network operations Example: Server, Client, etc. |
CPlatformDataEngine::Client | |
CPlatformDataEngine::Server | |
CPlatformDataEngine::PlatformDataEngineWrapper::OptionsConfig | |
▼Csf::Packet | |
CPlatformDataEngine::PDEPacket | 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) |
CPlatformDataEngine::PhysBodyUserData | Data stored in physics bodies that are attached to a game object |
CPlatformDataEngine::PlatformDataEngineWrapper | Game Wrapper |
CPlatformDataEngine::GameWorld::PlayerSpawn | |
CPlatformDataEngine::PlatformDataEngineWrapper::ProfileConfig | |
CPlatformDataEngine::TileMap::TilesetPair | |
CPlatformDataEngine::TileTexture | The tile texture class is responsible for defining a texture and a corrosponding rect inside that texture |
▼Csf::Transformable | |
CPlatformDataEngine::GameObject | 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. |
CPlatformDataEngine::MenuOption | |
CPlatformDataEngine::TextDrawable | A more generic text render drawable that can be used outside a component context |
CPlatformDataEngine::TileSprite | 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 |
CPlatformDataEngine::Utility | Utility class for holding helper functions |