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@ -124,24 +124,26 @@ $(function(){initNavTree('AnimationHandler_8h_source.html',''); initResizable(tr
<div class="contents"> <div class="contents">
<div class="fragment"><div class="line"><a id="l00001" name="l00001"></a><span class="lineno"> 1</span><span class="preprocessor">#pragma once</span></div> <div class="fragment"><div class="line"><a id="l00001" name="l00001"></a><span class="lineno"> 1</span><span class="preprocessor">#pragma once</span></div>
<div class="line"><a id="l00002" name="l00002"></a><span class="lineno"> 2</span><span class="preprocessor">#include &lt;cstdint&gt;</span></div> <div class="line"><a id="l00002" name="l00002"></a><span class="lineno"> 2</span><span class="preprocessor">#include &lt;cstdint&gt;</span></div>
<div class="line"><a id="l00003" name="l00003"></a><span class="lineno"> 3</span><span class="keyword">struct </span>Animation</div> <div class="foldopen" id="foldopen00007" data-start="{" data-end="};">
<div class="line"><a id="l00004" name="l00004"></a><span class="lineno"> 4</span>{</div> <div class="line"><a id="l00007" name="l00007"></a><span class="lineno"><a class="line" href="structAnimation.html"> 7</a></span><span class="keyword">struct </span>Animation</div>
<div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span> uint8_t index;</div> <div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span>{</div>
<div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span> uint8_t frames;</div> <div class="line"><a id="l00009" name="l00009"></a><span class="lineno"> 9</span> uint8_t index;</div>
<div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span> uint8_t speed;</div> <div class="line"><a id="l00010" name="l00010"></a><span class="lineno"> 10</span> uint8_t frames;</div>
<div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span> </div> <div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span> uint8_t speed;</div>
<div class="line"><a id="l00009" name="l00009"></a><span class="lineno"> 9</span> Animation() {}</div> <div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span> </div>
<div class="line"><a id="l00010" name="l00010"></a><span class="lineno"> 10</span> </div> <div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> Animation() {}</div>
<div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span> Animation(uint8_t index, uint8_t frames, uint8_t speed)</div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> </div>
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span> {</div> <div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span> Animation(uint8_t index, uint8_t frames, uint8_t speed)</div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> this-&gt;index = index;</div> <div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> {</div>
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> this-&gt;frames = frames;</div> <div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span> this-&gt;index = index;</div>
<div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span> this-&gt;speed = speed;</div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span> this-&gt;frames = frames;</div>
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> }</div> <div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> this-&gt;speed = speed;</div>
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span>};</div> <div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> }</div>
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span> </div> <div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span>};</div>
<div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> </div> </div>
<div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> </div> <div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> </div>
<div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span> </div>
<div class="line"><a id="l00024" name="l00024"></a><span class="lineno"> 24</span> </div>
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@ -163,7 +163,7 @@ $(function(){initNavTree('ColliderComponent_8h_source.html',''); initResizable(t
<div class="ttc" id="aclassColliderComponent_html_a6ac04cfb252c5712d53aaa30603165e3"><div class="ttname"><a href="classColliderComponent.html#a6ac04cfb252c5712d53aaa30603165e3">ColliderComponent::removeCollision</a></div><div class="ttdeci">void removeCollision()</div><div class="ttdoc">Removes the collision of an entity.</div><div class="ttdef"><b>Definition</b> ColliderComponent.cpp:43</div></div> <div class="ttc" id="aclassColliderComponent_html_a6ac04cfb252c5712d53aaa30603165e3"><div class="ttname"><a href="classColliderComponent.html#a6ac04cfb252c5712d53aaa30603165e3">ColliderComponent::removeCollision</a></div><div class="ttdeci">void removeCollision()</div><div class="ttdoc">Removes the collision of an entity.</div><div class="ttdef"><b>Definition</b> ColliderComponent.cpp:43</div></div>
<div class="ttc" id="aclassColliderComponent_html_a916be6c5f07a15fbd4f198be4c3c5a5f"><div class="ttname"><a href="classColliderComponent.html#a916be6c5f07a15fbd4f198be4c3c5a5f">ColliderComponent::hasCollision</a></div><div class="ttdeci">bool hasCollision() const</div><div class="ttdef"><b>Definition</b> ColliderComponent.h:16</div></div> <div class="ttc" id="aclassColliderComponent_html_a916be6c5f07a15fbd4f198be4c3c5a5f"><div class="ttname"><a href="classColliderComponent.html#a916be6c5f07a15fbd4f198be4c3c5a5f">ColliderComponent::hasCollision</a></div><div class="ttdeci">bool hasCollision() const</div><div class="ttdef"><b>Definition</b> ColliderComponent.h:16</div></div>
<div class="ttc" id="aclassColliderComponent_html_ab2b8fbba2f80f7b9bbf70504f8c3c670"><div class="ttname"><a href="classColliderComponent.html#ab2b8fbba2f80f7b9bbf70504f8c3c670">ColliderComponent::ColliderComponent</a></div><div class="ttdeci">ColliderComponent(const char *tag)</div><div class="ttdoc">Constructor for ColliderComponent.</div><div class="ttdef"><b>Definition</b> ColliderComponent.cpp:9</div></div> <div class="ttc" id="aclassColliderComponent_html_ab2b8fbba2f80f7b9bbf70504f8c3c670"><div class="ttname"><a href="classColliderComponent.html#ab2b8fbba2f80f7b9bbf70504f8c3c670">ColliderComponent::ColliderComponent</a></div><div class="ttdeci">ColliderComponent(const char *tag)</div><div class="ttdoc">Constructor for ColliderComponent.</div><div class="ttdef"><b>Definition</b> ColliderComponent.cpp:9</div></div>
<div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">Adds a transform to an entity when added via entity.addComponent()</div><div class="ttdef"><b>Definition</b> TransformComponent.h:11</div></div> <div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">The transform component is responsible for the position, direction and size of an entity....</div><div class="ttdef"><b>Definition</b> TransformComponent.h:10</div></div>
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@ -129,25 +129,31 @@ $(function(){initNavTree('DataComponent_8h_source.html',''); initResizable(true)
<div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span><span class="preprocessor">#include &lt;string&gt;</span></div> <div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span><span class="preprocessor">#include &lt;string&gt;</span></div>
<div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span><span class="preprocessor">#include &lt;optional&gt;</span></div> <div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span><span class="preprocessor">#include &lt;optional&gt;</span></div>
<div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span><span class="preprocessor">#include &quot;Component.h&quot;</span></div> <div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span><span class="preprocessor">#include &quot;Component.h&quot;</span></div>
<div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span> </div> <div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span></div>
<div class="line"><a id="l00009" name="l00009"></a><span class="lineno"> 9</span><span class="keyword">class </span>DataComponent : <span class="keyword">public</span> Component</div> <div class="foldopen" id="foldopen00010" data-start="{" data-end="};">
<div class="line"><a id="l00010" name="l00010"></a><span class="lineno"> 10</span>{</div> <div class="line"><a id="l00010" name="l00010"></a><span class="lineno"><a class="line" href="classDataComponent.html"> 10</a></span><span class="keyword">class </span>DataComponent : <span class="keyword">public</span> Component</div>
<div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span><span class="keyword">public</span>:</div> <div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span>{</div>
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span> DataComponent() {};</div> <div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="keyword">public</span>:</div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> ~DataComponent() {};</div> <div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> DataComponent() {};</div>
<div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;</div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> ~DataComponent() {};</div>
<div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> <span class="keywordtype">void</span> setEntry(<span class="keyword">const</span> std::string&amp; key, <span class="keyword">const</span> T&amp; value) { dataMap.insert_or_assign(key, value); }</div> <div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;</div>
<div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span></div> <div class="line"><a id="l00022" name="l00022"></a><span class="lineno"><a class="line" href="classDataComponent.html#a1dd53c6cb91e572090c2b6853881f8c9"> 22</a></span> <span class="keywordtype">void</span> <a class="code hl_function" href="classDataComponent.html#a1dd53c6cb91e572090c2b6853881f8c9">setEntry</a>(<span class="keyword">const</span> std::string&amp; key, <span class="keyword">const</span> T&amp; value) { dataMap.insert_or_assign(key, value); }</div>
<div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> <span class="keyword">template</span>&lt;<span class="keyword">typename</span> T&gt;</div> <div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span></div>
<div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> std::optional&lt;T&gt; getEntry(std::string key)<span class="keyword"> const </span>{</div> <div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> <span class="keyword">template</span>&lt;<span class="keyword">typename</span> T&gt;</div>
<div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span> <span class="keywordflow">if</span> (!this-&gt;dataMap.contains(key)) <span class="keywordflow">return</span> std::nullopt;</div> <div class="foldopen" id="foldopen00031" data-start="{" data-end="}">
<div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> <span class="keyword">const</span> std::any&amp; value = this-&gt;dataMap.at(key);</div> <div class="line"><a id="l00031" name="l00031"></a><span class="lineno"><a class="line" href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667"> 31</a></span> std::optional&lt;T&gt; <a class="code hl_function" href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667">getEntry</a>(std::string key)<span class="keyword"> const </span>{</div>
<div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> <span class="keywordflow">if</span> (value.type() != <span class="keyword">typeid</span>(T)) { <span class="keywordflow">return</span> std::nullopt; }</div> <div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> <span class="keywordflow">if</span> (!this-&gt;dataMap.contains(key)) <span class="keywordflow">return</span> std::nullopt;</div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span> <span class="keywordflow">return</span> std::any_cast&lt;T&gt;(value);</div> <div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> <span class="keyword">const</span> std::any&amp; value = this-&gt;dataMap.at(key);</div>
<div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> }</div> <div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span> <span class="keywordflow">if</span> (value.type() != <span class="keyword">typeid</span>(T)) { <span class="keywordflow">return</span> std::nullopt; }</div>
<div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span><span class="keyword">private</span>:</div> <div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> <span class="keywordflow">return</span> std::any_cast&lt;T&gt;(value);</div>
<div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span> std::map&lt;std::string, std::any&gt; dataMap;</div> <div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span> }</div>
<div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span>};</div> </div>
<div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span> std::map&lt;std::string, std::any&gt; dataMap;</div>
<div class="line"><a id="l00039" name="l00039"></a><span class="lineno"> 39</span>};</div>
</div>
<div class="ttc" id="aclassDataComponent_html_a1dd53c6cb91e572090c2b6853881f8c9"><div class="ttname"><a href="classDataComponent.html#a1dd53c6cb91e572090c2b6853881f8c9">DataComponent::setEntry</a></div><div class="ttdeci">void setEntry(const std::string &amp;key, const T &amp;value)</div><div class="ttdoc">Set a key-value pair of any type in the data map.</div><div class="ttdef"><b>Definition</b> DataComponent.h:22</div></div>
<div class="ttc" id="aclassDataComponent_html_a6e71b0bec578a208eb716676e3ccf667"><div class="ttname"><a href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667">DataComponent::getEntry</a></div><div class="ttdeci">std::optional&lt; T &gt; getEntry(std::string key) const</div><div class="ttdoc">Get a value of type T from the data map.</div><div class="ttdef"><b>Definition</b> DataComponent.h:31</div></div>
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@ -135,22 +135,28 @@ $(function(){initNavTree('PickupManager_8h_source.html',''); initResizable(true)
<div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span><span class="keyword">class </span>Vector2D;</div> <div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span><span class="keyword">class </span>Vector2D;</div>
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="keyword">class </span><a class="code hl_class" href="classManager.html">Manager</a>;</div> <div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="keyword">class </span><a class="code hl_class" href="classManager.html">Manager</a>;</div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> </div> <div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> </div>
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span><span class="keyword">class </span>PickupManager</div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span></div>
<div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span>{</div> <div class="foldopen" id="foldopen00016" data-start="{" data-end="};">
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span><span class="keyword">public</span>:</div> <div class="line"><a id="l00016" name="l00016"></a><span class="lineno"><a class="line" href="classPickupManager.html"> 16</a></span><span class="keyword">class </span>PickupManager</div>
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span> </div> <div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span>{</div>
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span> PickupManager(Manager* manager);</div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span><span class="keyword">public</span>:</div>
<div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> ~PickupManager();</div> <div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> </div>
<div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> </div> <div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> PickupManager(<a class="code hl_class" href="classManager.html">Manager</a>* manager);</div>
<div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> <span class="keywordtype">void</span> createPowerup(Vector2D pos, std::function&lt;<span class="keywordtype">void</span> (Entity*)&gt; pickupFunc, Textures texture);</div> <div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> ~PickupManager();</div>
<div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> </div> <div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span></div>
<div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span> Vector2D calculateSpawnPosition();</div> <div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span> <span class="keywordtype">void</span> <a class="code hl_function" href="classPickupManager.html#a9e9fab0945ccd93749351e40a926c7d7">createPickupable</a>(Vector2D pos, std::function&lt;<span class="keywordtype">void</span> (<a class="code hl_class" href="classEntity.html">Entity</a>*)&gt; pickupFunc, <a class="code hl_class" href="classTextures.html">Textures</a> texture);</div>
<div class="line"><a id="l00024" name="l00024"></a><span class="lineno"> 24</span> </div> <div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> </div>
<div class="line"><a id="l00025" name="l00025"></a><span class="lineno"> 25</span><span class="keyword">private</span>:</div> <div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> Vector2D calculateSpawnPosition();</div>
<div class="line"><a id="l00026" name="l00026"></a><span class="lineno"> 26</span> </div> <div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span> </div>
<div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span> Manager* man;</div> <div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span>};</div> <div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> </div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span> <a class="code hl_class" href="classManager.html">Manager</a>* man;</div>
<div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span>};</div>
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<div class="ttc" id="aclassEntity_html"><div class="ttname"><a href="classEntity.html">Entity</a></div><div class="ttdoc">Main class for any object in game, stores associations, labeling and components.</div><div class="ttdef"><b>Definition</b> Entity.h:35</div></div>
<div class="ttc" id="aclassManager_html"><div class="ttname"><a href="classManager.html">Manager</a></div><div class="ttdoc">Is responsible for managing all entities.</div><div class="ttdef"><b>Definition</b> Manager.h:23</div></div> <div class="ttc" id="aclassManager_html"><div class="ttname"><a href="classManager.html">Manager</a></div><div class="ttdoc">Is responsible for managing all entities.</div><div class="ttdef"><b>Definition</b> Manager.h:23</div></div>
<div class="ttc" id="aclassPickupManager_html_a9e9fab0945ccd93749351e40a926c7d7"><div class="ttname"><a href="classPickupManager.html#a9e9fab0945ccd93749351e40a926c7d7">PickupManager::createPickupable</a></div><div class="ttdeci">void createPickupable(Vector2D pos, std::function&lt; void(Entity *)&gt; pickupFunc, Textures texture)</div><div class="ttdoc">Creates a pickupable item and adds it to the manager.</div><div class="ttdef"><b>Definition</b> PickupManager.cpp:25</div></div>
<div class="ttc" id="aclassTextures_html"><div class="ttname"><a href="classTextures.html">Textures</a></div><div class="ttdoc">Forward declaration of the Textures enum class.</div></div>
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@ -156,7 +156,7 @@ $(function(){initNavTree('ProjectileComponent_8h_source.html',''); initResizable
<div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> </div> <div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> </div>
<div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> SoundEffects soundEffect;</div> <div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> SoundEffects soundEffect;</div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span>};</div> <div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span>};</div>
<div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">Adds a transform to an entity when added via entity.addComponent()</div><div class="ttdef"><b>Definition</b> TransformComponent.h:11</div></div> <div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">The transform component is responsible for the position, direction and size of an entity....</div><div class="ttdef"><b>Definition</b> TransformComponent.h:10</div></div>
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@ -136,7 +136,7 @@ $(function(){initNavTree('SpriteComponent_8h_source.html',''); initResizable(tru
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="preprocessor">#include &quot;RenderObject.h&quot;</span></div> <div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="preprocessor">#include &quot;RenderObject.h&quot;</span></div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> </div> <div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> </div>
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span><span class="keyword">class </span><a class="code hl_class" href="classTransformComponent.html">TransformComponent</a>;</div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span><span class="keyword">class </span><a class="code hl_class" href="classTransformComponent.html">TransformComponent</a>;</div>
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> </div> <div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span></div>
<div class="foldopen" id="foldopen00017" data-start="{" data-end="};"> <div class="foldopen" id="foldopen00017" data-start="{" data-end="};">
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"><a class="line" href="classSpriteComponent.html"> 17</a></span><span class="keyword">class </span><a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a> : <span class="keyword">public</span> Component, <span class="keyword">public</span> RenderObject</div> <div class="line"><a id="l00017" name="l00017"></a><span class="lineno"><a class="line" href="classSpriteComponent.html"> 17</a></span><span class="keyword">class </span><a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a> : <span class="keyword">public</span> Component, <span class="keyword">public</span> RenderObject</div>
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span>{</div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span>{</div>
@ -173,28 +173,35 @@ $(function(){initNavTree('SpriteComponent_8h_source.html',''); initResizable(tru
<div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<a class="code hl_class" href="classTextures.html">Textures</a> texture, <span class="keywordtype">int</span> zIndex);</div> <div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<a class="code hl_class" href="classTextures.html">Textures</a> texture, <span class="keywordtype">int</span> zIndex);</div>
<div class="line"><a id="l00053" name="l00053"></a><span class="lineno"> 53</span></div> <div class="line"><a id="l00053" name="l00053"></a><span class="lineno"> 53</span></div>
<div class="line"><a id="l00058" name="l00058"></a><span class="lineno"> 58</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<a class="code hl_class" href="classTextures.html">Textures</a> texture, <span class="keywordtype">int</span> xOffset, <span class="keywordtype">int</span> yOffset, <span class="keywordtype">int</span> zIndex);</div> <div class="line"><a id="l00058" name="l00058"></a><span class="lineno"> 58</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<a class="code hl_class" href="classTextures.html">Textures</a> texture, <span class="keywordtype">int</span> xOffset, <span class="keywordtype">int</span> yOffset, <span class="keywordtype">int</span> zIndex);</div>
<div class="line"><a id="l00063" name="l00063"></a><span class="lineno"> 63</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* path, <span class="keywordtype">int</span> xOffset, <span class="keywordtype">int</span> yOffset, <span class="keywordtype">int</span> zIndex);</div> <div class="line"><a id="l00059" name="l00059"></a><span class="lineno"> 59</span></div>
<div class="line"><a id="l00070" name="l00070"></a><span class="lineno"> 70</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(</div> <div class="line"><a id="l00064" name="l00064"></a><span class="lineno"> 64</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* path, <span class="keywordtype">int</span> xOffset, <span class="keywordtype">int</span> yOffset, <span class="keywordtype">int</span> zIndex);</div>
<div class="line"><a id="l00071" name="l00071"></a><span class="lineno"> 71</span> <a class="code hl_class" href="classTextures.html">Textures</a> texture,</div> <div class="line"><a id="l00065" name="l00065"></a><span class="lineno"> 65</span></div>
<div class="line"><a id="l00072" name="l00072"></a><span class="lineno"> 72</span> <span class="keywordtype">bool</span> isAnimated,</div> <div class="line"><a id="l00086" name="l00086"></a><span class="lineno"> 86</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(</div>
<div class="line"><a id="l00073" name="l00073"></a><span class="lineno"> 73</span> std::map&lt;std::string, std::unique_ptr&lt;Animation&gt;&gt;* animationList,</div> <div class="line"><a id="l00087" name="l00087"></a><span class="lineno"> 87</span> <a class="code hl_class" href="classTextures.html">Textures</a> texture,</div>
<div class="line"><a id="l00074" name="l00074"></a><span class="lineno"> 74</span> std::string defaultAnimation,</div> <div class="line"><a id="l00088" name="l00088"></a><span class="lineno"> 88</span> <span class="keywordtype">bool</span> isAnimated,</div>
<div class="line"><a id="l00075" name="l00075"></a><span class="lineno"> 75</span> <span class="keywordtype">int</span> zIndex);</div> <div class="line"><a id="l00089" name="l00089"></a><span class="lineno"> 89</span> std::map&lt;std::string, std::unique_ptr&lt;Animation&gt;&gt;* animationList,</div>
<div class="line"><a id="l00076" name="l00076"></a><span class="lineno"> 76</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">~SpriteComponent</a>();</div> <div class="line"><a id="l00090" name="l00090"></a><span class="lineno"> 90</span> std::string defaultAnimation,</div>
<div class="line"><a id="l00077" name="l00077"></a><span class="lineno"> 77</span> </div> <div class="line"><a id="l00091" name="l00091"></a><span class="lineno"> 91</span> <span class="keywordtype">int</span> zIndex,</div>
<div class="line"><a id="l00078" name="l00078"></a><span class="lineno"> 78</span> <span class="keywordtype">void</span> setTexture(<a class="code hl_class" href="classTextures.html">Textures</a> texture);</div> <div class="line"><a id="l00092" name="l00092"></a><span class="lineno"> 92</span> <span class="keywordtype">int</span> xOffset = 0,</div>
<div class="line"><a id="l00079" name="l00079"></a><span class="lineno"> 79</span> <span class="keywordtype">void</span> setMapTileTexture(<span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div> <div class="line"><a id="l00093" name="l00093"></a><span class="lineno"> 93</span> <span class="keywordtype">int</span> yOffset = 0);</div>
<div class="line"><a id="l00080" name="l00080"></a><span class="lineno"> 80</span> </div> <div class="line"><a id="l00094" name="l00094"></a><span class="lineno"> 94</span> </div>
<div class="line"><a id="l00081" name="l00081"></a><span class="lineno"> 81</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div> <div class="line"><a id="l00095" name="l00095"></a><span class="lineno"> 95</span> <a class="code hl_function" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">~SpriteComponent</a>();</div>
<div class="line"><a id="l00082" name="l00082"></a><span class="lineno"> 82</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div> <div class="line"><a id="l00096" name="l00096"></a><span class="lineno"> 96</span> </div>
<div class="line"><a id="l00083" name="l00083"></a><span class="lineno"> 83</span> <span class="keywordtype">void</span> draw() <span class="keyword">override</span>;</div> <div class="line"><a id="l00097" name="l00097"></a><span class="lineno"> 97</span> <span class="keywordtype">void</span> setTexture(<a class="code hl_class" href="classTextures.html">Textures</a> texture);</div>
<div class="line"><a id="l00084" name="l00084"></a><span class="lineno"> 84</span> <span class="keywordtype">void</span> playAnimation(std::string type);</div> <div class="line"><a id="l00098" name="l00098"></a><span class="lineno"> 98</span> <span class="keywordtype">void</span> setMapTileTexture(<span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00085" name="l00085"></a><span class="lineno"> 85</span> <span class="keywordtype">void</span> setDirection(Direction direction);</div> <div class="line"><a id="l00099" name="l00099"></a><span class="lineno"> 99</span> </div>
<div class="line"><a id="l00086" name="l00086"></a><span class="lineno"> 86</span>};</div> <div class="line"><a id="l00100" name="l00100"></a><span class="lineno"> 100</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div>
<div class="line"><a id="l00101" name="l00101"></a><span class="lineno"> 101</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div>
<div class="line"><a id="l00102" name="l00102"></a><span class="lineno"> 102</span> <span class="keywordtype">void</span> draw() <span class="keyword">override</span>;</div>
<div class="line"><a id="l00103" name="l00103"></a><span class="lineno"> 103</span></div>
<div class="line"><a id="l00106" name="l00106"></a><span class="lineno"> 106</span> <span class="keywordtype">void</span> <a class="code hl_function" href="classSpriteComponent.html#aa4ebb6763d8b994f412dec66ecf58c59">playAnimation</a>(std::string type);</div>
<div class="line"><a id="l00107" name="l00107"></a><span class="lineno"> 107</span> <span class="keywordtype">void</span> setDirection(Direction direction);</div>
<div class="line"><a id="l00108" name="l00108"></a><span class="lineno"> 108</span>};</div>
</div> </div>
<div class="ttc" id="aclassSpriteComponent_html_aa4ebb6763d8b994f412dec66ecf58c59"><div class="ttname"><a href="classSpriteComponent.html#aa4ebb6763d8b994f412dec66ecf58c59">SpriteComponent::playAnimation</a></div><div class="ttdeci">void playAnimation(std::string type)</div><div class="ttdoc">By name select which animation should be played (gets looped)</div><div class="ttdef"><b>Definition</b> SpriteComponent.cpp:101</div></div>
<div class="ttc" id="aclassSpriteComponent_html_af767b0da914fc583613626ac58505d58"><div class="ttname"><a href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent::SpriteComponent</a></div><div class="ttdeci">SpriteComponent(Textures texture, int zIndex)</div><div class="ttdoc">Constructor for SpriteComponent.</div><div class="ttdef"><b>Definition</b> SpriteComponent.cpp:18</div></div> <div class="ttc" id="aclassSpriteComponent_html_af767b0da914fc583613626ac58505d58"><div class="ttname"><a href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent::SpriteComponent</a></div><div class="ttdeci">SpriteComponent(Textures texture, int zIndex)</div><div class="ttdoc">Constructor for SpriteComponent.</div><div class="ttdef"><b>Definition</b> SpriteComponent.cpp:18</div></div>
<div class="ttc" id="aclassTextures_html"><div class="ttname"><a href="classTextures.html">Textures</a></div><div class="ttdoc">Forward declaration of the Textures enum class.</div></div> <div class="ttc" id="aclassTextures_html"><div class="ttname"><a href="classTextures.html">Textures</a></div><div class="ttdoc">Forward declaration of the Textures enum class.</div></div>
<div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">Adds a transform to an entity when added via entity.addComponent()</div><div class="ttdef"><b>Definition</b> TransformComponent.h:11</div></div> <div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">The transform component is responsible for the position, direction and size of an entity....</div><div class="ttdef"><b>Definition</b> TransformComponent.h:10</div></div>
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@ -136,19 +136,22 @@ $(function(){initNavTree('StatEffectsComponent_8h_source.html',''); initResizabl
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> uint32_t startTime;</div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> uint32_t startTime;</div>
<div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span>};</div> <div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span>};</div>
</div> </div>
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> </div> <div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span></div>
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span><span class="keyword">class </span>StatEffectsComponent : <span class="keyword">public</span> Component{</div> <div class="foldopen" id="foldopen00018" data-start="{" data-end="};">
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span><span class="keyword">public</span>:</div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"><a class="line" href="classStatEffectsComponent.html"> 18</a></span><span class="keyword">class </span>StatEffectsComponent : <span class="keyword">public</span> Component{</div>
<div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> StatEffectsComponent() {};</div> <div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span><span class="keyword">public</span>:</div>
<div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> ~StatEffectsComponent() {};</div> <div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span> StatEffectsComponent() {};</div>
<div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> </div> <div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> ~StatEffectsComponent() {};</div>
<div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div> <div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> </div>
<div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div> <div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div>
<div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> <span class="keywordtype">void</span> addEffect(uint32_t duration, std::function&lt;<span class="keywordtype">void</span>()&gt; resetFunction);</div> <div class="line"><a id="l00024" name="l00024"></a><span class="lineno"> 24</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div>
<div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> </div> <div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> <span class="keywordtype">void</span> <a class="code hl_function" href="classStatEffectsComponent.html#a2d5edffc1abd620d39aa0315a1504b13">addEffect</a>(uint32_t duration, std::function&lt;<span class="keywordtype">void</span>()&gt; resetFunction);</div>
<div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span><span class="keyword">private</span>:</div> <div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span> </div>
<div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> std::vector&lt;StatEffect&gt; effects = {};</div> <div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span>};</div> <div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> std::vector&lt;StatEffect&gt; effects = {};</div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span>};</div>
</div>
<div class="ttc" id="aclassStatEffectsComponent_html_a2d5edffc1abd620d39aa0315a1504b13"><div class="ttname"><a href="classStatEffectsComponent.html#a2d5edffc1abd620d39aa0315a1504b13">StatEffectsComponent::addEffect</a></div><div class="ttdeci">void addEffect(uint32_t duration, std::function&lt; void()&gt; resetFunction)</div><div class="ttdoc">Add a stat effect to the entity.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.cpp:24</div></div>
<div class="ttc" id="astructStatEffect_html"><div class="ttname"><a href="structStatEffect.html">StatEffect</a></div><div class="ttdoc">Struct to hold the duration, reset function and start time of a stat effect.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:11</div></div> <div class="ttc" id="astructStatEffect_html"><div class="ttname"><a href="structStatEffect.html">StatEffect</a></div><div class="ttdoc">Struct to hold the duration, reset function and start time of a stat effect.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:11</div></div>
<div class="ttc" id="astructStatEffect_html_aca6d477c75029a2575d2e0a4f5794a43"><div class="ttname"><a href="structStatEffect.html#aca6d477c75029a2575d2e0a4f5794a43">StatEffect::resetFunction</a></div><div class="ttdeci">std::function&lt; void()&gt; resetFunction</div><div class="ttdoc">Function to reset the effect, will be called on expiry of duration.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:13</div></div> <div class="ttc" id="astructStatEffect_html_aca6d477c75029a2575d2e0a4f5794a43"><div class="ttname"><a href="structStatEffect.html#aca6d477c75029a2575d2e0a4f5794a43">StatEffect::resetFunction</a></div><div class="ttdeci">std::function&lt; void()&gt; resetFunction</div><div class="ttdoc">Function to reset the effect, will be called on expiry of duration.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:13</div></div>
<div class="ttc" id="astructStatEffect_html_af1f5099f0680329ff9ce3a9362391196"><div class="ttname"><a href="structStatEffect.html#af1f5099f0680329ff9ce3a9362391196">StatEffect::duration</a></div><div class="ttdeci">uint32_t duration</div><div class="ttdoc">Duration of the effect in milliseconds.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:12</div></div> <div class="ttc" id="astructStatEffect_html_af1f5099f0680329ff9ce3a9362391196"><div class="ttname"><a href="structStatEffect.html#af1f5099f0680329ff9ce3a9362391196">StatEffect::duration</a></div><div class="ttdeci">uint32_t duration</div><div class="ttdoc">Duration of the effect in milliseconds.</div><div class="ttdef"><b>Definition</b> StatEffectsComponent.h:12</div></div>

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@ -158,8 +158,8 @@ $(function(){initNavTree('TileComponent_8h_source.html',''); initResizable(true)
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span><span class="keyword">private</span>:</div> <div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> <span class="keywordtype">bool</span> collision;</div> <div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> <span class="keywordtype">bool</span> collision;</div>
<div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span>};</div> <div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span>};</div>
<div class="ttc" id="aclassSpriteComponent_html"><div class="ttname"><a href="classSpriteComponent.html">SpriteComponent</a></div><div class="ttdoc">SpriteComponent class to handle sprite rendering and animation.</div><div class="ttdef"><b>Definition</b> SpriteComponent.h:18</div></div> <div class="ttc" id="aclassSpriteComponent_html"><div class="ttname"><a href="classSpriteComponent.html">SpriteComponent</a></div><div class="ttdoc">SpriteComponent class to handle sprite rendering and animation of entities.</div><div class="ttdef"><b>Definition</b> SpriteComponent.h:18</div></div>
<div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">Adds a transform to an entity when added via entity.addComponent()</div><div class="ttdef"><b>Definition</b> TransformComponent.h:11</div></div> <div class="ttc" id="aclassTransformComponent_html"><div class="ttname"><a href="classTransformComponent.html">TransformComponent</a></div><div class="ttdoc">The transform component is responsible for the position, direction and size of an entity....</div><div class="ttdef"><b>Definition</b> TransformComponent.h:10</div></div>
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@ -129,29 +129,32 @@ $(function(){initNavTree('TransformComponent_8h_source.html',''); initResizable(
<div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span><span class="preprocessor">#include &quot;Constants.h&quot;</span></div> <div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span><span class="preprocessor">#include &quot;Constants.h&quot;</span></div>
<div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span><span class="preprocessor">#include &quot;DataComponent.h&quot;</span></div> <div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span><span class="preprocessor">#include &quot;DataComponent.h&quot;</span></div>
<div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span></div> <div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span></div>
<div class="foldopen" id="foldopen00010" data-start="{" data-end="};"> <div class="foldopen" id="foldopen00009" data-start="{" data-end="};">
<div class="line"><a id="l00010" name="l00010"></a><span class="lineno"><a class="line" href="classTransformComponent.html"> 10</a></span><span class="keyword">class </span><a class="code hl_function" href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent</a> : <span class="keyword">public</span> Component</div> <div class="line"><a id="l00009" name="l00009"></a><span class="lineno"><a class="line" href="classTransformComponent.html"> 9</a></span><span class="keyword">class </span><a class="code hl_function" href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent</a> : <span class="keyword">public</span> Component</div>
<div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span>{</div> <div class="line"><a id="l00010" name="l00010"></a><span class="lineno"> 10</span>{</div>
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span><span class="keyword">public</span>:</div> <div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span><span class="keyword">public</span>:</div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> Vector2D position; <span class="comment">// TODO: change to int to save CPU time -&gt; possibly subpixel coordinates</span></div> <div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span> Vector2D position; <span class="comment">// TODO: change to int to save CPU time -&gt; possibly subpixel coordinates</span></div>
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> Vector2D direction;</div> <div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span> Vector2D direction;</div>
<div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span> </div> <div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> </div>
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> <span class="keywordtype">int</span> height = 32;</div> <div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span> <span class="keywordtype">int</span> height = 32;</div>
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span> <span class="keywordtype">int</span> width = 32;</div> <div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span> <span class="keywordtype">int</span> width = 32;</div>
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span> <span class="keywordtype">int</span> scale = 1;</div> <div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span> <span class="keywordtype">float</span> scale = 1;</div>
<div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span></div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span></div>
<div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span> <span class="keyword">explicit</span> <a class="code hl_function" href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent</a>(<span class="keywordtype">int</span> scale = 1);</div> <div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span></div>
<div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> <a class="code hl_function" href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent</a>(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">int</span> scale = 1);</div> <div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> <span class="keyword">explicit</span> <a class="code hl_function" href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent</a>(<span class="keywordtype">float</span> scale = 1);</div>
<div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span> <a class="code hl_function" href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent</a>(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">int</span> w, <span class="keywordtype">int</span> h, <span class="keywordtype">int</span> scale = 1);</div> <div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span></div>
<div class="line"><a id="l00024" name="l00024"></a><span class="lineno"> 24</span> </div> <div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span> <a class="code hl_function" href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent</a>(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> scale = 1);</div>
<div class="line"><a id="l00025" name="l00025"></a><span class="lineno"> 25</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div> <div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span></div>
<div class="line"><a id="l00026" name="l00026"></a><span class="lineno"> 26</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div> <div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span> <a class="code hl_function" href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent</a>(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">int</span> w, <span class="keywordtype">int</span> h, <span class="keywordtype">float</span> scale = 1);</div>
<div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span> <span class="keywordtype">void</span> setPositionAfterCollision(Vector2D&amp; positionChange);</div> <div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> </div>
<div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span> <span class="keywordtype">int</span> getSpeed();</div> <div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span> <span class="keywordtype">void</span> init() <span class="keyword">override</span>;</div>
<div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> </div> <div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span> <span class="keywordtype">void</span> update(uint_fast16_t diffTime) <span class="keyword">override</span>;</div>
<div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span>};</div> <div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span> <span class="keywordtype">void</span> setPositionAfterCollision(Vector2D&amp; positionChange);</div>
<div class="line"><a id="l00039" name="l00039"></a><span class="lineno"> 39</span> <span class="keywordtype">int</span> getSpeed();</div>
<div class="line"><a id="l00040" name="l00040"></a><span class="lineno"> 40</span> </div>
<div class="line"><a id="l00041" name="l00041"></a><span class="lineno"> 41</span>};</div>
</div> </div>
<div class="ttc" id="aclassTransformComponent_html_ad3844c3c266a2cfd206f24f7a09c9014"><div class="ttname"><a href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent::TransformComponent</a></div><div class="ttdeci">TransformComponent(int scale=1)</div><div class="ttdef"><b>Definition</b> TransformComponent.cpp:16</div></div> <div class="ttc" id="aclassTransformComponent_html_a636369521f092e7dc3f8dd34b8f8c68d"><div class="ttname"><a href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent::TransformComponent</a></div><div class="ttdeci">TransformComponent(float scale=1)</div><div class="ttdef"><b>Definition</b> TransformComponent.cpp:16</div></div>
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@ -127,10 +127,10 @@ $(function(){initNavTree('VEGO_8h_source.html',''); initResizable(true); });
<div class="line"><a id="l00003" name="l00003"></a><span class="lineno"> 3</span><span class="keyword">namespace </span>vego {</div> <div class="line"><a id="l00003" name="l00003"></a><span class="lineno"> 3</span><span class="keyword">namespace </span>vego {</div>
<div class="line"><a id="l00004" name="l00004"></a><span class="lineno"> 4</span> <span class="keyword">extern</span> GameInternal* game;</div> <div class="line"><a id="l00004" name="l00004"></a><span class="lineno"> 4</span> <span class="keyword">extern</span> GameInternal* game;</div>
<div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span>}</div> <div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span>}</div>
<div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span> </div> <div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span></div>
<div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span><span class="keyword">inline</span> GameInternal&amp; VEGO_Game() {</div> <div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span><span class="keyword">inline</span> GameInternal&amp; VEGO_Game() {</div>
<div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span> <span class="keywordflow">return</span> *vego::game;</div> <div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span> <span class="keywordflow">return</span> *vego::game;</div>
<div class="line"><a id="l00009" name="l00009"></a><span class="lineno"> 9</span>};</div> <div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span>};</div>
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@ -124,23 +124,27 @@ $(function(){initNavTree('annotated.html',''); initResizable(true); });
<div class="contents"> <div class="contents">
<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory"> <div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:dynsection.toggleLevel(1);">1</span><span onclick="javascript:dynsection.toggleLevel(2);">2</span>]</div><table class="directory"> <div class="levels">[detail level <span onclick="javascript:dynsection.toggleLevel(1);">1</span><span onclick="javascript:dynsection.toggleLevel(2);">2</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classColliderComponent.html" target="_self">ColliderComponent</a></td><td class="desc">Adds a collision box to an entity when added via entity.addComponent() </td></tr> <tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structAnimation.html" target="_self">Animation</a></td><td class="desc"><a class="el" href="structAnimation.html" title="Animation struct to hold animation data.">Animation</a> struct to hold animation data </td></tr>
<tr id="row_1_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classCollisionHandler.html" target="_self">CollisionHandler</a></td><td class="desc">Class responsible for collision detection and handling </td></tr> <tr id="row_1_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classColliderComponent.html" target="_self">ColliderComponent</a></td><td class="desc">Adds a collision box to an entity when added via entity.addComponent() </td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classConfigLoader.html" target="_self">ConfigLoader</a></td><td class="desc">Enables configuration of specific engine variables via a custom JSON file </td></tr> <tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classCollisionHandler.html" target="_self">CollisionHandler</a></td><td class="desc">Class responsible for collision detection and handling </td></tr>
<tr id="row_3_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classEntity.html" target="_self">Entity</a></td><td class="desc">Main class for any object in game, stores associations, labeling and components </td></tr> <tr id="row_3_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classConfigLoader.html" target="_self">ConfigLoader</a></td><td class="desc">Enables configuration of specific engine variables via a custom JSON file </td></tr>
<tr id="row_4_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_4_" class="arrow" onclick="dynsection.toggleFolder('4_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classInputManager.html" target="_self">InputManager</a></td><td class="desc"><a class="el" href="classInputManager.html" title="InputManager class to handle input events and actions.">InputManager</a> class to handle input events and actions </td></tr> <tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classDataComponent.html" target="_self">DataComponent</a></td><td class="desc"><a class="el" href="classDataComponent.html" title="DataComponent class to centrally store data about an entity such as stats.">DataComponent</a> class to centrally store data about an entity such as stats </td></tr>
<tr id="row_4_0_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structInputManager_1_1InputAction.html" target="_self">InputAction</a></td><td class="desc"><a class="el" href="structInputManager_1_1InputAction.html" title="InputAction struct to represent an action and its bindings.">InputAction</a> struct to represent an action and its bindings </td></tr> <tr id="row_5_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classEntity.html" target="_self">Entity</a></td><td class="desc">Main class for any object in game, stores associations, labeling and components </td></tr>
<tr id="row_5_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classInteractionComponent.html" target="_self">InteractionComponent</a></td><td class="desc"><a class="el" href="classInteractionComponent.html" title="InteractionComponent class to handle interaction events.">InteractionComponent</a> class to handle interaction events </td></tr> <tr id="row_6_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_6_" class="arrow" onclick="dynsection.toggleFolder('6_')">&#9660;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classInputManager.html" target="_self">InputManager</a></td><td class="desc"><a class="el" href="classInputManager.html" title="InputManager class to handle input events and actions.">InputManager</a> class to handle input events and actions </td></tr>
<tr id="row_6_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structInteractionEventdataStruct.html" target="_self">InteractionEventdataStruct</a></td><td class="desc">Struct to hold data for interaction events. This struct is used to pass data to the interaction manager when an interaction event is triggered </td></tr> <tr id="row_6_0_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structInputManager_1_1InputAction.html" target="_self">InputAction</a></td><td class="desc"><a class="el" href="structInputManager_1_1InputAction.html" title="InputAction struct to represent an action and its bindings.">InputAction</a> struct to represent an action and its bindings </td></tr>
<tr id="row_7_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classManager.html" target="_self">Manager</a></td><td class="desc">Is responsible for managing all entities </td></tr> <tr id="row_7_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classInteractionComponent.html" target="_self">InteractionComponent</a></td><td class="desc"><a class="el" href="classInteractionComponent.html" title="InteractionComponent class to handle interaction events.">InteractionComponent</a> class to handle interaction events </td></tr>
<tr id="row_8_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classMap.html" target="_self">Map</a></td><td class="desc">Class responsible for the creation and management of the map or background </td></tr> <tr id="row_8_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structInteractionEventdataStruct.html" target="_self">InteractionEventdataStruct</a></td><td class="desc">Struct to hold data for interaction events. This struct is used to pass data to the interaction manager when an interaction event is triggered </td></tr>
<tr id="row_9_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPickupComponent.html" target="_self">PickupComponent</a></td><td class="desc"><a class="el" href="classPickupComponent.html" title="PickupComponent class to handle pickup events.">PickupComponent</a> class to handle pickup events </td></tr> <tr id="row_9_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classManager.html" target="_self">Manager</a></td><td class="desc">Is responsible for managing all entities </td></tr>
<tr id="row_10_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classSoundManager.html" target="_self">SoundManager</a></td><td class="desc">Handles music and sound </td></tr> <tr id="row_10_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classMap.html" target="_self">Map</a></td><td class="desc">Class responsible for the creation and management of the map or background </td></tr>
<tr id="row_11_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classSpriteComponent.html" target="_self">SpriteComponent</a></td><td class="desc"><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation.">SpriteComponent</a> class to handle sprite rendering and animation </td></tr> <tr id="row_11_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPickupComponent.html" target="_self">PickupComponent</a></td><td class="desc"><a class="el" href="classPickupComponent.html" title="PickupComponent class to handle pickup events.">PickupComponent</a> class to handle pickup events </td></tr>
<tr id="row_12_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structStatEffect.html" target="_self">StatEffect</a></td><td class="desc">Struct to hold the duration, reset function and start time of a stat effect </td></tr> <tr id="row_12_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classPickupManager.html" target="_self">PickupManager</a></td><td class="desc"><a class="el" href="classPickupManager.html" title="PickupManager class to handle the creation and management of pickups in the game.">PickupManager</a> class to handle the creation and management of pickups in the game </td></tr>
<tr id="row_13_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTextureManager.html" target="_self">TextureManager</a></td><td class="desc">A manager for loading, caching, and drawing textures </td></tr> <tr id="row_13_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classSoundManager.html" target="_self">SoundManager</a></td><td class="desc">Handles music and sound </td></tr>
<tr id="row_14_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTextures.html" target="_self">Textures</a></td><td class="desc">Forward declaration of the <code><a class="el" href="classTextures.html" title="Forward declaration of the Textures enum class.">Textures</a></code> enum class </td></tr> <tr id="row_14_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classSpriteComponent.html" target="_self">SpriteComponent</a></td><td class="desc"><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation of entities.">SpriteComponent</a> class to handle sprite rendering and animation of entities </td></tr>
<tr id="row_15_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTransformComponent.html" target="_self">TransformComponent</a></td><td class="desc">Adds a transform to an entity when added via entity.addComponent() </td></tr> <tr id="row_15_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structStatEffect.html" target="_self">StatEffect</a></td><td class="desc">Struct to hold the duration, reset function and start time of a stat effect </td></tr>
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<tr id="row_17_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTextureManager.html" target="_self">TextureManager</a></td><td class="desc">A manager for loading, caching, and drawing textures </td></tr>
<tr id="row_18_" class="odd"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTextures.html" target="_self">Textures</a></td><td class="desc">Forward declaration of the <code><a class="el" href="classTextures.html" title="Forward declaration of the Textures enum class.">Textures</a></code> enum class </td></tr>
<tr id="row_19_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classTransformComponent.html" target="_self">TransformComponent</a></td><td class="desc">The transform component is responsible for the position, direction and size of an entity. It is used to move the entity in the game world and to determine its size and position on the screen </td></tr>
</table> </table>
</div><!-- directory --> </div><!-- directory -->
</div><!-- contents --> </div><!-- contents -->

View File

@ -1,8 +1,10 @@
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[ "SpriteComponent", "classSpriteComponent.html", "classSpriteComponent" ], [ "SpriteComponent", "classSpriteComponent.html", "classSpriteComponent" ],
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@ -201,7 +201,7 @@ void&#160;</td><td class="memItemRight" valign="bottom"><b>removeCollision</b> (
<dl class="params"><dt>Parameters</dt><dd> <dl class="params"><dt>Parameters</dt><dd>
<table class="params"> <table class="params">
<tr><td class="paramname">tag</td><td>The tag of the collider, can be any char* </td></tr> <tr><td class="paramname">tag</td><td>The tag of the collider, can be any char* </td></tr>
<tr><td class="paramname">hitboxScale</td><td>The scale of the collider, used to scale the collider size, default is 1.0f and takes up the 32x32 pixels </td></tr> <tr><td class="paramname">hitboxScale</td><td>The scale of the collider, used to scale the collider size (this is independent of the sprite size), default is 1.0f and takes up the 32x32 pixels </td></tr>
</table> </table>
</dd> </dd>
</dl> </dl>

View File

@ -3,5 +3,6 @@ var classCollisionHandler =
[ "getAnyIntersection", "classCollisionHandler.html#a247c551454374148029c2e88a5c325d9", null ], [ "getAnyIntersection", "classCollisionHandler.html#a247c551454374148029c2e88a5c325d9", null ],
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[ "getIntersection", "classCollisionHandler.html#a9a52ac3eac33ef236ab0ced07f4763ce", null ]
]; ];

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@ -136,7 +136,7 @@ $(function(){initNavTree('classConfigLoader.html',''); initResizable(true); });
<p>The currently available config parameters with their default values are: </p><div class="fragment"><div class="line">{</div> <p>The currently available config parameters with their default values are: </p><div class="fragment"><div class="line">{</div>
<div class="line">&quot;fullscreen&quot;: false,</div> <div class="line">&quot;fullscreen&quot;: false,</div>
<div class="line">&quot;title&quot;: &quot;VGG (Very Good Game)&quot;,</div> <div class="line">&quot;title&quot;: &quot;VGG (Very Good Game)&quot;,</div>
<div class="line">&quot;screen_height&quot;: 600,</div> <div class="line">&quot;screen_height&quot;: 640,</div>
<div class="line">&quot;screen_width&quot;: 800,</div> <div class="line">&quot;screen_width&quot;: 800,</div>
<div class="line">&quot;icon&quot;: &quot;./engine/internalAssets/iconImage.bmp&quot;</div> <div class="line">&quot;icon&quot;: &quot;./engine/internalAssets/iconImage.bmp&quot;</div>
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<tr class="even"><td class="entry"><a class="el" href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667">getEntry</a>(std::string key) const</td><td class="entry"><a class="el" href="classDataComponent.html">DataComponent</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="classDataComponent.html#a1dd53c6cb91e572090c2b6853881f8c9">setEntry</a>(const std::string &amp;key, const T &amp;value)</td><td class="entry"><a class="el" href="classDataComponent.html">DataComponent</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
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<div class="header">
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classDataComponent-members.html">List of all members</a> </div>
<div class="headertitle"><div class="title">DataComponent Class Reference</div></div>
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<p><a class="el" href="classDataComponent.html" title="DataComponent class to centrally store data about an entity such as stats.">DataComponent</a> class to centrally store data about an entity such as stats.
<a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="DataComponent_8h_source.html">DataComponent.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a1dd53c6cb91e572090c2b6853881f8c9" id="r_a1dd53c6cb91e572090c2b6853881f8c9"><td class="memTemplParams" colspan="2">template&lt;typename T&gt; </td></tr>
<tr class="memitem:a1dd53c6cb91e572090c2b6853881f8c9"><td class="memTemplItemLeft" align="right" valign="top">void&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="#a1dd53c6cb91e572090c2b6853881f8c9">setEntry</a> (const std::string &amp;key, const T &amp;value)</td></tr>
<tr class="memdesc:a1dd53c6cb91e572090c2b6853881f8c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set a key-value pair of any type in the data map. <br /></td></tr>
<tr class="separator:a1dd53c6cb91e572090c2b6853881f8c9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6e71b0bec578a208eb716676e3ccf667" id="r_a6e71b0bec578a208eb716676e3ccf667"><td class="memTemplParams" colspan="2">template&lt;typename T&gt; </td></tr>
<tr class="memitem:a6e71b0bec578a208eb716676e3ccf667"><td class="memTemplItemLeft" align="right" valign="top">std::optional&lt; T &gt;&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="#a6e71b0bec578a208eb716676e3ccf667">getEntry</a> (std::string key) const</td></tr>
<tr class="memdesc:a6e71b0bec578a208eb716676e3ccf667"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a value of type T from the data map. <br /></td></tr>
<tr class="separator:a6e71b0bec578a208eb716676e3ccf667"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classDataComponent.html" title="DataComponent class to centrally store data about an entity such as stats.">DataComponent</a> class to centrally store data about an entity such as stats. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a6e71b0bec578a208eb716676e3ccf667" name="a6e71b0bec578a208eb716676e3ccf667"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6e71b0bec578a208eb716676e3ccf667">&#9670;&#160;</a></span>getEntry()</h2>
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template&lt;typename T&gt; </div>
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<td class="memname">std::optional&lt; T &gt; DataComponent::getEntry </td>
<td>(</td>
<td class="paramtype">std::string</td> <td class="paramname"><span class="paramname"><em>key</em></span></td><td>)</td>
<td> const</td>
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<p>Get a value of type T from the data map. </p>
<p>e.g. </p><div class="fragment"><div class="line"><a class="code hl_function" href="#a6e71b0bec578a208eb716676e3ccf667">getEntry&lt;int&gt;</a>(<span class="stringliteral">&quot;speed&quot;</span>);</div>
<div class="ttc" id="aclassDataComponent_html_a6e71b0bec578a208eb716676e3ccf667"><div class="ttname"><a href="#a6e71b0bec578a208eb716676e3ccf667">DataComponent::getEntry</a></div><div class="ttdeci">std::optional&lt; T &gt; getEntry(std::string key) const</div><div class="ttdoc">Get a value of type T from the data map.</div><div class="ttdef"><b>Definition</b> DataComponent.h:31</div></div>
</div><!-- fragment --><p> in this case the key is "speed" and the value is returned as an integer </p><dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">key</td><td>The name to retrieve the value from </td></tr>
</table>
</dd>
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<dl class="section return"><dt>Returns</dt><dd>An optional of type T containing the value if it exists and matches in typeid, otherwise std::nullopt </dd></dl>
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<a id="a1dd53c6cb91e572090c2b6853881f8c9" name="a1dd53c6cb91e572090c2b6853881f8c9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1dd53c6cb91e572090c2b6853881f8c9">&#9670;&#160;</a></span>setEntry()</h2>
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template&lt;typename T&gt; </div>
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<td class="memname">void DataComponent::setEntry </td>
<td>(</td>
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<td class="paramkey"></td>
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<p>Set a key-value pair of any type in the data map. </p>
<p>e.g. </p><div class="fragment"><div class="line"><a class="code hl_function" href="#a1dd53c6cb91e572090c2b6853881f8c9">setEntry</a>(<span class="stringliteral">&quot;speed&quot;</span>, 180);</div>
<div class="ttc" id="aclassDataComponent_html_a1dd53c6cb91e572090c2b6853881f8c9"><div class="ttname"><a href="#a1dd53c6cb91e572090c2b6853881f8c9">DataComponent::setEntry</a></div><div class="ttdeci">void setEntry(const std::string &amp;key, const T &amp;value)</div><div class="ttdoc">Set a key-value pair of any type in the data map.</div><div class="ttdef"><b>Definition</b> DataComponent.h:22</div></div>
</div><!-- fragment --><p> in this case the key is "speed" and the value is set to an integer of 180 </p><dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">key</td><td>The name to store the value under </td></tr>
<tr><td class="paramname">value</td><td>The value to store of type T </td></tr>
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</dd>
</dl>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li>include/<a class="el" href="DataComponent_8h_source.html">DataComponent.h</a></li>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classPickupManager-members.html">List of all members</a> </div>
<div class="headertitle"><div class="title">PickupManager Class Reference</div></div>
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<p><a class="el" href="classPickupManager.html" title="PickupManager class to handle the creation and management of pickups in the game.">PickupManager</a> class to handle the creation and management of pickups in the game.
<a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PickupManager_8h_source.html">PickupManager.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a9e9fab0945ccd93749351e40a926c7d7" id="r_a9e9fab0945ccd93749351e40a926c7d7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a9e9fab0945ccd93749351e40a926c7d7">createPickupable</a> (Vector2D pos, std::function&lt; void(<a class="el" href="classEntity.html">Entity</a> *)&gt; pickupFunc, <a class="el" href="classTextures.html">Textures</a> texture)</td></tr>
<tr class="memdesc:a9e9fab0945ccd93749351e40a926c7d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a pickupable item and adds it to the manager. <br /></td></tr>
<tr class="separator:a9e9fab0945ccd93749351e40a926c7d7"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classPickupManager.html" title="PickupManager class to handle the creation and management of pickups in the game.">PickupManager</a> class to handle the creation and management of pickups in the game. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a9e9fab0945ccd93749351e40a926c7d7" name="a9e9fab0945ccd93749351e40a926c7d7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9e9fab0945ccd93749351e40a926c7d7">&#9670;&#160;</a></span>createPickupable()</h2>
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<td class="memname">void PickupManager::createPickupable </td>
<td>(</td>
<td class="paramtype">Vector2D</td> <td class="paramname"><span class="paramname"><em>pos</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">std::function&lt; void(<a class="el" href="classEntity.html">Entity</a> *)&gt;</td> <td class="paramname"><span class="paramname"><em>pickupFunc</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classTextures.html">Textures</a></td> <td class="paramname"><span class="paramname"><em>texture</em></span>&#160;)</td>
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<p>Creates a pickupable item and adds it to the manager. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">pos</td><td>The position of the pickupable item <br />
</td></tr>
<tr><td class="paramname">pickupFunc</td><td>The function to be called when the pickupable item is picked up </td></tr>
<tr><td class="paramname">texture</td><td>The texture of the pickupable item</td></tr>
</table>
</dd>
</dl>
<p>This function creates a pickupable item entity and adds it to the manager. The pickupable item is created with a transform component, a sprite component, a collider component and a pickup component. The pickup function is called when the powerup is picked up by an entity. </p>
</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul>
<li>include/<a class="el" href="PickupManager_8h_source.html">PickupManager.h</a></li>
<li>src/<b>PickupManager.cpp</b></li>
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];

14
classSoundManager.js Normal file
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@ -0,0 +1,14 @@
var classSoundManager =
[
[ "addBackgroundMusic", "classSoundManager.html#a8717fc6cbf4cc3e863eda97deacad007", null ],
[ "addSoundEffects", "classSoundManager.html#a552795938033c602a28162fec202d20c", null ],
[ "fadeOutMusic", "classSoundManager.html#aea6a94c8b5456812c49115baa7534bf7", null ],
[ "pauseMusic", "classSoundManager.html#a5071bf5e87394afdb1e4148227ffc3ea", null ],
[ "pauseSound", "classSoundManager.html#a8031476c2ccd2dd1c40a39a102bc5844", null ],
[ "playMusic", "classSoundManager.html#a6f38946a458843cfc08ebd9e26c648a5", null ],
[ "playSound", "classSoundManager.html#a1065dec9d90a6fc8a363329a6e09ea42", null ],
[ "restartMusic", "classSoundManager.html#aaca970232ead83c6c107331f3d9ee0db", null ],
[ "restartSound", "classSoundManager.html#ac24dc06983603020f6556273d3c78df3", null ],
[ "setMusicVolume", "classSoundManager.html#ac5ad38c2322c75ba5481c60c4c26e0e8", null ],
[ "setSoundVolume", "classSoundManager.html#af99aee751f8300ba4041af004a97d319", null ]
];

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@ -125,10 +125,11 @@ $(function(){initNavTree('classSpriteComponent.html',''); initResizable(true); }
<p>This is the complete list of members for <a class="el" href="classSpriteComponent.html">SpriteComponent</a>, including all inherited members.</p> <p>This is the complete list of members for <a class="el" href="classSpriteComponent.html">SpriteComponent</a>, including all inherited members.</p>
<table class="directory"> <table class="directory">
<tr class="even"><td class="entry"><a class="el" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(Textures texture, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr> <tr class="even"><td class="entry"><a class="el" href="classSpriteComponent.html#aa4ebb6763d8b994f412dec66ecf58c59">playAnimation</a>(std::string type)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="classSpriteComponent.html#a2c2b0ac3fc6418bb475d257597905e66">SpriteComponent</a>(Textures texture, int xOffset, int yOffset, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr> <tr class="odd"><td class="entry"><a class="el" href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58">SpriteComponent</a>(Textures texture, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="classSpriteComponent.html#a5987774516010e021703a02a37d0509b">SpriteComponent</a>(const char *path, int xOffset, int yOffset, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr> <tr class="even"><td class="entry"><a class="el" href="classSpriteComponent.html#a2c2b0ac3fc6418bb475d257597905e66">SpriteComponent</a>(Textures texture, int xOffset, int yOffset, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="classSpriteComponent.html#a0af0ea0070ffc60b3b8d0e1c1f13b5f2">SpriteComponent</a>(Textures texture, bool isAnimated, std::map&lt; std::string, std::unique_ptr&lt; Animation &gt; &gt; *animationList, std::string defaultAnimation, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr> <tr class="odd"><td class="entry"><a class="el" href="classSpriteComponent.html#a5987774516010e021703a02a37d0509b">SpriteComponent</a>(const char *path, int xOffset, int yOffset, int zIndex)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="classSpriteComponent.html#a2c60f55924b1d18b9e6fb530b5c5346a">SpriteComponent</a>(Textures texture, bool isAnimated, std::map&lt; std::string, std::unique_ptr&lt; Animation &gt; &gt; *animationList, std::string defaultAnimation, int zIndex, int xOffset=0, int yOffset=0)</td><td class="entry"><a class="el" href="classSpriteComponent.html">SpriteComponent</a></td><td class="entry"></td></tr>
</table></div><!-- contents --> </table></div><!-- contents -->
</div><!-- doc-content --> </div><!-- doc-content -->
<!-- start footer part --> <!-- start footer part -->

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@ -126,7 +126,7 @@ $(function(){initNavTree('classSpriteComponent.html',''); initResizable(true); }
</div><!--header--> </div><!--header-->
<div class="contents"> <div class="contents">
<p><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation.">SpriteComponent</a> class to handle sprite rendering and animation. <p><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation of entities.">SpriteComponent</a> class to handle sprite rendering and animation of entities.
<a href="#details">More...</a></p> <a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="SpriteComponent_8h_source.html">SpriteComponent.h</a>&gt;</code></p> <p><code>#include &lt;<a class="el" href="SpriteComponent_8h_source.html">SpriteComponent.h</a>&gt;</code></p>
@ -134,20 +134,21 @@ $(function(){initNavTree('classSpriteComponent.html',''); initResizable(true); }
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a> <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr> Public Member Functions</h2></td></tr>
<tr class="memitem:af767b0da914fc583613626ac58505d58" id="r_af767b0da914fc583613626ac58505d58"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af767b0da914fc583613626ac58505d58">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, int zIndex)</td></tr> <tr class="memitem:af767b0da914fc583613626ac58505d58" id="r_af767b0da914fc583613626ac58505d58"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af767b0da914fc583613626ac58505d58">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, int zIndex)</td></tr>
<tr class="memdesc:af767b0da914fc583613626ac58505d58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor for <a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation.">SpriteComponent</a>. <br /></td></tr> <tr class="memdesc:af767b0da914fc583613626ac58505d58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor for <a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation of entities.">SpriteComponent</a>. <br /></td></tr>
<tr class="separator:af767b0da914fc583613626ac58505d58"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="separator:af767b0da914fc583613626ac58505d58"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2c2b0ac3fc6418bb475d257597905e66" id="r_a2c2b0ac3fc6418bb475d257597905e66"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2c2b0ac3fc6418bb475d257597905e66">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, int xOffset, int yOffset, int zIndex)</td></tr> <tr class="memitem:a2c2b0ac3fc6418bb475d257597905e66" id="r_a2c2b0ac3fc6418bb475d257597905e66"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2c2b0ac3fc6418bb475d257597905e66">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, int xOffset, int yOffset, int zIndex)</td></tr>
<tr class="memdesc:a2c2b0ac3fc6418bb475d257597905e66"><td class="mdescLeft">&#160;</td><td class="mdescRight">zIndex The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on <br /></td></tr>
<tr class="separator:a2c2b0ac3fc6418bb475d257597905e66"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="separator:a2c2b0ac3fc6418bb475d257597905e66"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5987774516010e021703a02a37d0509b" id="r_a5987774516010e021703a02a37d0509b"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a5987774516010e021703a02a37d0509b">SpriteComponent</a> (const char *path, int xOffset, int yOffset, int zIndex)</td></tr> <tr class="memitem:a5987774516010e021703a02a37d0509b" id="r_a5987774516010e021703a02a37d0509b"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a5987774516010e021703a02a37d0509b">SpriteComponent</a> (const char *path, int xOffset, int yOffset, int zIndex)</td></tr>
<tr class="memdesc:a5987774516010e021703a02a37d0509b"><td class="mdescLeft">&#160;</td><td class="mdescRight">zIndex The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on <br /></td></tr>
<tr class="separator:a5987774516010e021703a02a37d0509b"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="separator:a5987774516010e021703a02a37d0509b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0af0ea0070ffc60b3b8d0e1c1f13b5f2" id="r_a0af0ea0070ffc60b3b8d0e1c1f13b5f2"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a0af0ea0070ffc60b3b8d0e1c1f13b5f2">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, bool isAnimated, std::map&lt; std::string, std::unique_ptr&lt; Animation &gt; &gt; *animationList, std::string defaultAnimation, int zIndex)</td></tr> <tr class="memitem:a2c60f55924b1d18b9e6fb530b5c5346a" id="r_a2c60f55924b1d18b9e6fb530b5c5346a"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2c60f55924b1d18b9e6fb530b5c5346a">SpriteComponent</a> (<a class="el" href="classTextures.html">Textures</a> texture, bool isAnimated, std::map&lt; std::string, std::unique_ptr&lt; <a class="el" href="structAnimation.html">Animation</a> &gt; &gt; *animationList, std::string defaultAnimation, int zIndex, int xOffset=0, int yOffset=0)</td></tr>
<tr class="memdesc:a0af0ea0070ffc60b3b8d0e1c1f13b5f2"><td class="mdescLeft">&#160;</td><td class="mdescRight">used for animated sprites <br /></td></tr> <tr class="memdesc:a2c60f55924b1d18b9e6fb530b5c5346a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor used for <b>animated</b> sprites. <br /></td></tr>
<tr class="separator:a0af0ea0070ffc60b3b8d0e1c1f13b5f2"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="separator:a2c60f55924b1d18b9e6fb530b5c5346a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4ebb6763d8b994f412dec66ecf58c59" id="r_aa4ebb6763d8b994f412dec66ecf58c59"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa4ebb6763d8b994f412dec66ecf58c59">playAnimation</a> (std::string type)</td></tr>
<tr class="memdesc:aa4ebb6763d8b994f412dec66ecf58c59"><td class="mdescLeft">&#160;</td><td class="mdescRight">By name select which animation should be played (gets looped) <br /></td></tr>
<tr class="separator:aa4ebb6763d8b994f412dec66ecf58c59"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table> </table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2> <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation.">SpriteComponent</a> class to handle sprite rendering and animation. </p> <div class="textblock"><p><a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation of entities.">SpriteComponent</a> class to handle sprite rendering and animation of entities. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2> </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="af767b0da914fc583613626ac58505d58" name="af767b0da914fc583613626ac58505d58"></a> <a id="af767b0da914fc583613626ac58505d58" name="af767b0da914fc583613626ac58505d58"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af767b0da914fc583613626ac58505d58">&#9670;&#160;</a></span>SpriteComponent() <span class="overload">[1/4]</span></h2> <h2 class="memtitle"><span class="permalink"><a href="#af767b0da914fc583613626ac58505d58">&#9670;&#160;</a></span>SpriteComponent() <span class="overload">[1/4]</span></h2>
@ -168,14 +169,14 @@ Public Member Functions</h2></td></tr>
</table> </table>
</div><div class="memdoc"> </div><div class="memdoc">
<p>Constructor for <a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation.">SpriteComponent</a>. </p> <p>Constructor for <a class="el" href="classSpriteComponent.html" title="SpriteComponent class to handle sprite rendering and animation of entities.">SpriteComponent</a>. </p>
<dl class="params"><dt>Parameters</dt><dd> <dl class="params"><dt>Parameters</dt><dd>
<table class="params"> <table class="params">
<tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum</td></tr> <tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum </td></tr>
<tr><td class="paramname">zIndex</td><td>The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </td></tr>
</table> </table>
</dd> </dd>
</dl> </dl>
<p>zIndex The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </p>
</div> </div>
</div> </div>
@ -207,13 +208,12 @@ Public Member Functions</h2></td></tr>
</tr> </tr>
</table> </table>
</div><div class="memdoc"> </div><div class="memdoc">
<p>zIndex The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </p>
<dl class="params"><dt>Parameters</dt><dd> <dl class="params"><dt>Parameters</dt><dd>
<table class="params"> <table class="params">
<tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum </td></tr> <tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum </td></tr>
<tr><td class="paramname">xOffset</td><td>The x offset of the sprite, used for rendering position </td></tr> <tr><td class="paramname">xOffset</td><td>The x offset of the sprite relative to the transform component position, used for rendering position </td></tr>
<tr><td class="paramname">yOffset</td><td>The y offset of the sprite, used for rendering position </td></tr> <tr><td class="paramname">yOffset</td><td>The y offset of the sprite relative to the transform component position, used for rendering position </td></tr>
<tr><td class="paramname">zIndex</td><td>The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </td></tr>
</table> </table>
</dd> </dd>
</dl> </dl>
@ -248,21 +248,20 @@ Public Member Functions</h2></td></tr>
</tr> </tr>
</table> </table>
</div><div class="memdoc"> </div><div class="memdoc">
<p>zIndex The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </p>
<dl class="params"><dt>Parameters</dt><dd> <dl class="params"><dt>Parameters</dt><dd>
<table class="params"> <table class="params">
<tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a char* path </td></tr> <tr><td class="paramname">path</td><td>The path to the texture to be used for the entity (for performance reasons, prefer enums instead) </td></tr>
<tr><td class="paramname">xOffset</td><td>The x offset of the sprite, used for rendering position </td></tr> <tr><td class="paramname">xOffset</td><td>The x offset of the sprite relative to the transform component position, used for rendering position </td></tr>
<tr><td class="paramname">yOffset</td><td>The y offset of the sprite, used for rendering position </td></tr> <tr><td class="paramname">yOffset</td><td>The y offset of the sprite relative to the transform component position, used for rendering position </td></tr>
<tr><td class="paramname">zIndex</td><td>The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </td></tr>
</table> </table>
</dd> </dd>
</dl> </dl>
</div> </div>
</div> </div>
<a id="a0af0ea0070ffc60b3b8d0e1c1f13b5f2" name="a0af0ea0070ffc60b3b8d0e1c1f13b5f2"></a> <a id="a2c60f55924b1d18b9e6fb530b5c5346a" name="a2c60f55924b1d18b9e6fb530b5c5346a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0af0ea0070ffc60b3b8d0e1c1f13b5f2">&#9670;&#160;</a></span>SpriteComponent() <span class="overload">[4/4]</span></h2> <h2 class="memtitle"><span class="permalink"><a href="#a2c60f55924b1d18b9e6fb530b5c5346a">&#9670;&#160;</a></span>SpriteComponent() <span class="overload">[4/4]</span></h2>
<div class="memitem"> <div class="memitem">
<div class="memproto"> <div class="memproto">
@ -280,7 +279,7 @@ Public Member Functions</h2></td></tr>
<tr> <tr>
<td class="paramkey"></td> <td class="paramkey"></td>
<td></td> <td></td>
<td class="paramtype">std::map&lt; std::string, std::unique_ptr&lt; Animation &gt; &gt; *</td> <td class="paramname"><span class="paramname"><em>animationList</em></span>, </td> <td class="paramtype">std::map&lt; std::string, std::unique_ptr&lt; <a class="el" href="structAnimation.html">Animation</a> &gt; &gt; *</td> <td class="paramname"><span class="paramname"><em>animationList</em></span>, </td>
</tr> </tr>
<tr> <tr>
<td class="paramkey"></td> <td class="paramkey"></td>
@ -290,19 +289,64 @@ Public Member Functions</h2></td></tr>
<tr> <tr>
<td class="paramkey"></td> <td class="paramkey"></td>
<td></td> <td></td>
<td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>zIndex</em></span>&#160;)</td> <td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>zIndex</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>xOffset</em></span><span class="paramdefsep"> = </span><span class="paramdefval">0</span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>yOffset</em></span><span class="paramdefsep"> = </span><span class="paramdefval">0</span>&#160;)</td>
</tr> </tr>
</table> </table>
</div><div class="memdoc"> </div><div class="memdoc">
<p>used for animated sprites </p> <p>Constructor used for <b>animated</b> sprites. </p>
<dl class="params"><dt>Parameters</dt><dd> <dl class="params"><dt>Parameters</dt><dd>
<table class="params"> <table class="params">
<tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum </td></tr> <tr><td class="paramname">texture</td><td>The texture to be used for the sprite, must be a Texture enum </td></tr>
<tr><td class="paramname">isAnimated</td><td>Whether the sprite is animated or not </td></tr> <tr><td class="paramname">isAnimated</td><td>Whether the sprite is animated or not </td></tr>
<tr><td class="paramname">animationList</td><td>The list of animations to be used for the sprite </td></tr> <tr><td class="paramname">animationList</td><td>The list of animations to be used for the sprite (list of maps mapping a string to an <a class="el" href="structAnimation.html">Animation</a> struct) </td></tr>
<tr><td class="paramname">defaultAnimation</td><td>The default animation to be used for the sprite when it first gets loaded </td></tr> <tr><td class="paramname">defaultAnimation</td><td>The default animation to be used for the sprite when it first gets loaded </td></tr>
<tr><td class="paramname">zIndex</td><td>The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </td></tr> <tr><td class="paramname">zIndex</td><td>The z-index of the sprite, used for rendering order, in order to show up on the map, the zIndex must be higher than the layer you want it to show up on </td></tr>
<tr><td class="paramname">xOffset</td><td>The x offset of the sprite relative to the transform component position, used for rendering position </td></tr>
<tr><td class="paramname">yOffset</td><td>The y offset of the sprite relative to the transform component position, used for rendering position </td></tr>
</table>
</dd>
</dl>
<h3><a class="anchor" id="autotoc_md0"></a>
How to spritesheet animation:</h3>
<p>An animation sprite sheet consists of multiple sprites of the specified size (library supports 32x32) arranged in a grid. Each row of the grid represents one animation, and each column in a row is one frame of the animation. If a sprite sheet contains multiple animations with different frame counts, you can just leave the rest of the row blank. Be aware to specify the correct frame count in the animation struct! </p><dl class="section see"><dt>See also</dt><dd><a class="el" href="structAnimation.html" title="Animation struct to hold animation data.">Animation</a></dd></dl>
<div class="image">
<img src="Animations1.jpg" alt=""/>
<div class="caption">
Example of a sprite sheet with 2 animations of 2 frames each</div></div>
</div>
</div>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="aa4ebb6763d8b994f412dec66ecf58c59" name="aa4ebb6763d8b994f412dec66ecf58c59"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa4ebb6763d8b994f412dec66ecf58c59">&#9670;&#160;</a></span>playAnimation()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void SpriteComponent::playAnimation </td>
<td>(</td>
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<td></td>
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<p>By name select which animation should be played (gets looped) </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">type</td><td>name previously set to an animation in animationList </td></tr>
</table> </table>
</dd> </dd>
</dl> </dl>

View File

@ -3,5 +3,6 @@ var classSpriteComponent =
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<p>This is the complete list of members for <a class="el" href="classStatEffectsComponent.html">StatEffectsComponent</a>, including all inherited members.</p>
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<tr class="even"><td class="entry"><a class="el" href="classStatEffectsComponent.html#a2d5edffc1abd620d39aa0315a1504b13">addEffect</a>(uint32_t duration, std::function&lt; void()&gt; resetFunction)</td><td class="entry"><a class="el" href="classStatEffectsComponent.html">StatEffectsComponent</a></td><td class="entry"></td></tr>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classStatEffectsComponent-members.html">List of all members</a> </div>
<div class="headertitle"><div class="title">StatEffectsComponent Class Reference</div></div>
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<p>Manages the lifecycle of temporary effects.
<a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="StatEffectsComponent_8h_source.html">StatEffectsComponent.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
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<tr class="memdesc:a2d5edffc1abd620d39aa0315a1504b13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a stat effect to the entity. <br /></td></tr>
<tr class="separator:a2d5edffc1abd620d39aa0315a1504b13"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Manages the lifecycle of temporary effects. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a2d5edffc1abd620d39aa0315a1504b13" name="a2d5edffc1abd620d39aa0315a1504b13"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2d5edffc1abd620d39aa0315a1504b13">&#9670;&#160;</a></span>addEffect()</h2>
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<div class="memproto">
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<tr>
<td class="memname">void StatEffectsComponent::addEffect </td>
<td>(</td>
<td class="paramtype">uint32_t</td> <td class="paramname"><span class="paramname"><em>duration</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
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<p>Add a stat effect to the entity. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">duration</td><td>The duration of the effect in milliseconds </td></tr>
<tr><td class="paramname">resetFunction</td><td>The function to reset the effect, will be called on expiry of duration </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul>
<li>include/<a class="el" href="StatEffectsComponent_8h_source.html">StatEffectsComponent.h</a></li>
<li>src/<b>StatEffectsComponent.cpp</b></li>
</ul>
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<p>This is the complete list of members for <a class="el" href="classTransformComponent.html">TransformComponent</a>, including all inherited members.</p> <p>This is the complete list of members for <a class="el" href="classTransformComponent.html">TransformComponent</a>, including all inherited members.</p>
<table class="directory"> <table class="directory">
<tr class="even"><td class="entry"><a class="el" href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014">TransformComponent</a>(int scale=1)</td><td class="entry"><a class="el" href="classTransformComponent.html">TransformComponent</a></td><td class="entry"><span class="mlabel">explicit</span></td></tr> <tr class="even"><td class="entry"><a class="el" href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d">TransformComponent</a>(float scale=1)</td><td class="entry"><a class="el" href="classTransformComponent.html">TransformComponent</a></td><td class="entry"><span class="mlabel">explicit</span></td></tr>
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@ -126,22 +126,25 @@ $(function(){initNavTree('classTransformComponent.html',''); initResizable(true)
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<p>Adds a transform to an entity when added via entity.addComponent() <p>The transform component is responsible for the position, direction and size of an entity. It is used to move the entity in the game world and to determine its size and position on the screen.
<a href="#details">More...</a></p> <a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="TransformComponent_8h_source.html">TransformComponent.h</a>&gt;</code></p> <p><code>#include &lt;<a class="el" href="TransformComponent_8h_source.html">TransformComponent.h</a>&gt;</code></p>
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<tr class="memitem:af69e09cf21f97b258bf9ab4aecb096d9" id="r_af69e09cf21f97b258bf9ab4aecb096d9"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af69e09cf21f97b258bf9ab4aecb096d9">TransformComponent</a> (float x, float y, float scale=1)</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2> <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Adds a transform to an entity when added via entity.addComponent() </p> <div class="textblock"><p>The transform component is responsible for the position, direction and size of an entity. It is used to move the entity in the game world and to determine its size and position on the screen. </p>
<p>The transform component is responsible for the position, direction and size of an entity. It is used to move the entity in the game world and to determine its size and position on the screen. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2> </div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="ad3844c3c266a2cfd206f24f7a09c9014" name="ad3844c3c266a2cfd206f24f7a09c9014"></a> <a id="a636369521f092e7dc3f8dd34b8f8c68d" name="a636369521f092e7dc3f8dd34b8f8c68d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad3844c3c266a2cfd206f24f7a09c9014">&#9670;&#160;</a></span>TransformComponent()</h2> <h2 class="memtitle"><span class="permalink"><a href="#a636369521f092e7dc3f8dd34b8f8c68d">&#9670;&#160;</a></span>TransformComponent() <span class="overload">[1/3]</span></h2>
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@ -152,7 +155,7 @@ Public Member Functions</h2></td></tr>
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<td class="memname">TransformComponent::TransformComponent </td> <td class="memname">TransformComponent::TransformComponent </td>
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@ -162,7 +165,93 @@ Public Member Functions</h2></td></tr>
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</table> </table>
</div><div class="memdoc"> </div><div class="memdoc">
<dl class="section attention"><dt>Attention</dt><dd>in order to allow an entity to move the stat "speed" must be set in the DataComponent (written exactly like that and set to any positive int value, 0 will lead to no movement, negative numbers to backwards movement) </dd></dl> <dl class="section attention"><dt>Attention</dt><dd>in order to allow an entity to move the stat "speed" must be set in the <a class="el" href="classDataComponent.html" title="DataComponent class to centrally store data about an entity such as stats.">DataComponent</a> (written exactly like that and set to any positive int value, 0 will lead to no movement, negative numbers to backwards movement)</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">scale</td><td>base value is 1 (32x32px), size gets multiplied with scale </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="af69e09cf21f97b258bf9ab4aecb096d9" name="af69e09cf21f97b258bf9ab4aecb096d9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af69e09cf21f97b258bf9ab4aecb096d9">&#9670;&#160;</a></span>TransformComponent() <span class="overload">[2/3]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">TransformComponent::TransformComponent </td>
<td>(</td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>x</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>y</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>scale</em></span><span class="paramdefsep"> = </span><span class="paramdefval">1</span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">x</td><td>x coordinate of spawnposition </td></tr>
<tr><td class="paramname">y</td><td>y coordinate of spawnposition </td></tr>
<tr><td class="paramname">scale</td><td>base value is 1 (32x32px per default), size gets multiplied with scale </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="aa6c585faf233543172f739fb306e6c74" name="aa6c585faf233543172f739fb306e6c74"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa6c585faf233543172f739fb306e6c74">&#9670;&#160;</a></span>TransformComponent() <span class="overload">[3/3]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">TransformComponent::TransformComponent </td>
<td>(</td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>x</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>y</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>w</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int</td> <td class="paramname"><span class="paramname"><em>h</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>scale</em></span><span class="paramdefsep"> = </span><span class="paramdefval">1</span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">x</td><td>x coordinate of spawnposition </td></tr>
<tr><td class="paramname">y</td><td>y coordinate of spawnposition </td></tr>
<tr><td class="paramname">w</td><td>add custom width </td></tr>
<tr><td class="paramname">h</td><td>add custom height </td></tr>
<tr><td class="paramname">scale</td><td>base value is 1 (32x32px per default), size gets multiplied with scale </td></tr>
</table>
</dd>
</dl>
</div> </div>
</div> </div>

View File

@ -1,4 +1,6 @@
var classTransformComponent = var classTransformComponent =
[ [
[ "TransformComponent", "classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014", null ] [ "TransformComponent", "classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d", null ],
[ "TransformComponent", "classTransformComponent.html#af69e09cf21f97b258bf9ab4aecb096d9", null ],
[ "TransformComponent", "classTransformComponent.html#aa6c585faf233543172f739fb306e6c74", null ]
]; ];

View File

@ -122,11 +122,17 @@ $(function(){initNavTree('classes.html',''); initResizable(true); });
<div class="headertitle"><div class="title">Class Index</div></div> <div class="headertitle"><div class="title">Class Index</div></div>
</div><!--header--> </div><!--header-->
<div class="contents"> <div class="contents">
<div class="qindex"><a class="qindex" href="#letter_C">C</a>&#160;|&#160;<a class="qindex" href="#letter_E">E</a>&#160;|&#160;<a class="qindex" href="#letter_I">I</a>&#160;|&#160;<a class="qindex" href="#letter_M">M</a>&#160;|&#160;<a class="qindex" href="#letter_P">P</a>&#160;|&#160;<a class="qindex" href="#letter_S">S</a>&#160;|&#160;<a class="qindex" href="#letter_T">T</a>&#160;|&#160;<a class="qindex" href="#letter_Z">Z</a></div> <div class="qindex"><a class="qindex" href="#letter_A">A</a>&#160;|&#160;<a class="qindex" href="#letter_C">C</a>&#160;|&#160;<a class="qindex" href="#letter_D">D</a>&#160;|&#160;<a class="qindex" href="#letter_E">E</a>&#160;|&#160;<a class="qindex" href="#letter_I">I</a>&#160;|&#160;<a class="qindex" href="#letter_M">M</a>&#160;|&#160;<a class="qindex" href="#letter_P">P</a>&#160;|&#160;<a class="qindex" href="#letter_S">S</a>&#160;|&#160;<a class="qindex" href="#letter_T">T</a>&#160;|&#160;<a class="qindex" href="#letter_Z">Z</a></div>
<div class="classindex"> <div class="classindex">
<dl class="classindex even"> <dl class="classindex even">
<dt class="alphachar"><a id="letter_A" name="letter_A">A</a></dt>
<dd><a class="el" href="structAnimation.html">Animation</a></dd></dl>
<dl class="classindex odd">
<dt class="alphachar"><a id="letter_C" name="letter_C">C</a></dt> <dt class="alphachar"><a id="letter_C" name="letter_C">C</a></dt>
<dd><a class="el" href="classColliderComponent.html">ColliderComponent</a></dd><dd><a class="el" href="classCollisionHandler.html">CollisionHandler</a></dd><dd><a class="el" href="classConfigLoader.html">ConfigLoader</a></dd></dl> <dd><a class="el" href="classColliderComponent.html">ColliderComponent</a></dd><dd><a class="el" href="classCollisionHandler.html">CollisionHandler</a></dd><dd><a class="el" href="classConfigLoader.html">ConfigLoader</a></dd></dl>
<dl class="classindex even">
<dt class="alphachar"><a id="letter_D" name="letter_D">D</a></dt>
<dd><a class="el" href="classDataComponent.html">DataComponent</a></dd></dl>
<dl class="classindex odd"> <dl class="classindex odd">
<dt class="alphachar"><a id="letter_E" name="letter_E">E</a></dt> <dt class="alphachar"><a id="letter_E" name="letter_E">E</a></dt>
<dd><a class="el" href="classEntity.html">Entity</a></dd></dl> <dd><a class="el" href="classEntity.html">Entity</a></dd></dl>
@ -138,10 +144,10 @@ $(function(){initNavTree('classes.html',''); initResizable(true); });
<dd><a class="el" href="classManager.html">Manager</a></dd><dd><a class="el" href="classMap.html">Map</a></dd></dl> <dd><a class="el" href="classManager.html">Manager</a></dd><dd><a class="el" href="classMap.html">Map</a></dd></dl>
<dl class="classindex even"> <dl class="classindex even">
<dt class="alphachar"><a id="letter_P" name="letter_P">P</a></dt> <dt class="alphachar"><a id="letter_P" name="letter_P">P</a></dt>
<dd><a class="el" href="classPickupComponent.html">PickupComponent</a></dd></dl> <dd><a class="el" href="classPickupComponent.html">PickupComponent</a></dd><dd><a class="el" href="classPickupManager.html">PickupManager</a></dd></dl>
<dl class="classindex odd"> <dl class="classindex odd">
<dt class="alphachar"><a id="letter_S" name="letter_S">S</a></dt> <dt class="alphachar"><a id="letter_S" name="letter_S">S</a></dt>
<dd><a class="el" href="classSoundManager.html">SoundManager</a></dd><dd><a class="el" href="classSpriteComponent.html">SpriteComponent</a></dd><dd><a class="el" href="structStatEffect.html">StatEffect</a></dd></dl> <dd><a class="el" href="classSoundManager.html">SoundManager</a></dd><dd><a class="el" href="classSpriteComponent.html">SpriteComponent</a></dd><dd><a class="el" href="structStatEffect.html">StatEffect</a></dd><dd><a class="el" href="classStatEffectsComponent.html">StatEffectsComponent</a></dd></dl>
<dl class="classindex even"> <dl class="classindex even">
<dt class="alphachar"><a id="letter_T" name="letter_T">T</a></dt> <dt class="alphachar"><a id="letter_T" name="letter_T">T</a></dt>
<dd><a class="el" href="classTextureManager.html">TextureManager</a></dd><dd><a class="el" href="classTextures.html">Textures</a></dd><dd><a class="el" href="classTransformComponent.html">TransformComponent</a></dd></dl> <dd><a class="el" href="classTextureManager.html">TextureManager</a></dd><dd><a class="el" href="classTextures.html">Textures</a></dd><dd><a class="el" href="classTransformComponent.html">TransformComponent</a></dd></dl>

View File

@ -72,6 +72,10 @@
<a href="classCollisionHandler.html#aca14b15166c3bfbf26e9ff5a8895acd9"/> <a href="classCollisionHandler.html#aca14b15166c3bfbf26e9ff5a8895acd9"/>
<a href="classConfigLoader-members.html"/> <a href="classConfigLoader-members.html"/>
<a href="classConfigLoader.html"/> <a href="classConfigLoader.html"/>
<a href="classDataComponent-members.html"/>
<a href="classDataComponent.html"/>
<a href="classDataComponent.html#a1dd53c6cb91e572090c2b6853881f8c9"/>
<a href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667"/>
<a href="classEntity-members.html"/> <a href="classEntity-members.html"/>
<a href="classEntity.html"/> <a href="classEntity.html"/>
<a href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e"/> <a href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e"/>
@ -194,6 +198,9 @@
<a href="classPickupComponent-members.html"/> <a href="classPickupComponent-members.html"/>
<a href="classPickupComponent.html"/> <a href="classPickupComponent.html"/>
<a href="classPickupComponent.html#a4aa94e90ef16d51dab4486489a9cd3b5"/> <a href="classPickupComponent.html#a4aa94e90ef16d51dab4486489a9cd3b5"/>
<a href="classPickupManager-members.html"/>
<a href="classPickupManager.html"/>
<a href="classPickupManager.html#a9e9fab0945ccd93749351e40a926c7d7"/>
<a href="classSoundManager-members.html"/> <a href="classSoundManager-members.html"/>
<a href="classSoundManager.html"/> <a href="classSoundManager.html"/>
<a href="classSoundManager.html#a1065dec9d90a6fc8a363329a6e09ea42"/> <a href="classSoundManager.html#a1065dec9d90a6fc8a363329a6e09ea42"/>
@ -209,10 +216,14 @@
<a href="classSoundManager.html#af99aee751f8300ba4041af004a97d319"/> <a href="classSoundManager.html#af99aee751f8300ba4041af004a97d319"/>
<a href="classSpriteComponent-members.html"/> <a href="classSpriteComponent-members.html"/>
<a href="classSpriteComponent.html"/> <a href="classSpriteComponent.html"/>
<a href="classSpriteComponent.html#a0af0ea0070ffc60b3b8d0e1c1f13b5f2"/>
<a href="classSpriteComponent.html#a2c2b0ac3fc6418bb475d257597905e66"/> <a href="classSpriteComponent.html#a2c2b0ac3fc6418bb475d257597905e66"/>
<a href="classSpriteComponent.html#a2c60f55924b1d18b9e6fb530b5c5346a"/>
<a href="classSpriteComponent.html#a5987774516010e021703a02a37d0509b"/> <a href="classSpriteComponent.html#a5987774516010e021703a02a37d0509b"/>
<a href="classSpriteComponent.html#aa4ebb6763d8b994f412dec66ecf58c59"/>
<a href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58"/> <a href="classSpriteComponent.html#af767b0da914fc583613626ac58505d58"/>
<a href="classStatEffectsComponent-members.html"/>
<a href="classStatEffectsComponent.html"/>
<a href="classStatEffectsComponent.html#a2d5edffc1abd620d39aa0315a1504b13"/>
<a href="classTextureManager-members.html"/> <a href="classTextureManager-members.html"/>
<a href="classTextureManager.html"/> <a href="classTextureManager.html"/>
<a href="classTextureManager.html#a3304650a6b7304dbaa1afb164ed4c4e8"/> <a href="classTextureManager.html#a3304650a6b7304dbaa1afb164ed4c4e8"/>
@ -222,7 +233,9 @@
<a href="classTextures.html"/> <a href="classTextures.html"/>
<a href="classTransformComponent-members.html"/> <a href="classTransformComponent-members.html"/>
<a href="classTransformComponent.html"/> <a href="classTransformComponent.html"/>
<a href="classTransformComponent.html#ad3844c3c266a2cfd206f24f7a09c9014"/> <a href="classTransformComponent.html#a636369521f092e7dc3f8dd34b8f8c68d"/>
<a href="classTransformComponent.html#aa6c585faf233543172f739fb306e6c74"/>
<a href="classTransformComponent.html#af69e09cf21f97b258bf9ab4aecb096d9"/>
<a href="classes.html"/> <a href="classes.html"/>
<a href="deprecated.html"/> <a href="deprecated.html"/>
<a href="dir_000003_000001.html"/> <a href="dir_000003_000001.html"/>
@ -238,19 +251,32 @@
<a href="functions_vars.html"/> <a href="functions_vars.html"/>
<a href="graph_legend.html"/> <a href="graph_legend.html"/>
<a href="index.html"/> <a href="index.html"/>
<a href="md_docs_2md-pages_2config.html"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html"/> <a href="md_docs_2md-pages_2entitiesAndComponents.html"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md1"/> <a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md10"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md2"/> <a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md12"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md14"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md16"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md18"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md3"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md4"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md6"/>
<a href="md_docs_2md-pages_2entitiesAndComponents.html#autotoc_md8"/>
<a href="md_docs_2md-pages_2eventhandling.html"/> <a href="md_docs_2md-pages_2eventhandling.html"/>
<a href="md_docs_2md-pages_2inputhandling.html"/> <a href="md_docs_2md-pages_2inputhandling.html"/>
<a href="md_docs_2md-pages_2quickstart.html"/> <a href="md_docs_2md-pages_2quickstart.html"/>
<a href="md_docs_2md-pages_2quickstart.html#autotoc_md7"/> <a href="md_docs_2md-pages_2quickstart.html#autotoc_md23"/>
<a href="md_docs_2md-pages_2tilemaps.html"/> <a href="md_docs_2md-pages_2tilemaps.html"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md10"/> <a href="md_docs_2md-pages_2tilemaps.html#autotoc_md25"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md11"/> <a href="md_docs_2md-pages_2tilemaps.html#autotoc_md26"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md12"/> <a href="md_docs_2md-pages_2tilemaps.html#autotoc_md27"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md9"/> <a href="md_docs_2md-pages_2tilemaps.html#autotoc_md28"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md29"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md30"/>
<a href="md_docs_2md-pages_2tilemaps.html#autotoc_md31"/>
<a href="pages.html"/> <a href="pages.html"/>
<a href="structAnimation-members.html"/>
<a href="structAnimation.html"/>
<a href="structInputManager_1_1InputAction-members.html"/> <a href="structInputManager_1_1InputAction-members.html"/>
<a href="structInputManager_1_1InputAction.html"/> <a href="structInputManager_1_1InputAction.html"/>
<a href="structInteractionEventdataStruct-members.html"/> <a href="structInteractionEventdataStruct-members.html"/>

View File

@ -125,6 +125,7 @@ $(function(){initNavTree('functions.html',''); initResizable(true); });
<li>actor&#160;:&#160;<a class="el" href="structInteractionEventdataStruct.html#a37aa07113eed65f8f5c19634092f1810">InteractionEventdataStruct</a></li> <li>actor&#160;:&#160;<a class="el" href="structInteractionEventdataStruct.html#a37aa07113eed65f8f5c19634092f1810">InteractionEventdataStruct</a></li>
<li>addBackgroundMusic()&#160;:&#160;<a class="el" href="classSoundManager.html#a8717fc6cbf4cc3e863eda97deacad007">SoundManager</a></li> <li>addBackgroundMusic()&#160;:&#160;<a class="el" href="classSoundManager.html#a8717fc6cbf4cc3e863eda97deacad007">SoundManager</a></li>
<li>addComponent()&#160;:&#160;<a class="el" href="classEntity.html#ae587a44fd803d7918a45dbfe531c962d">Entity</a></li> <li>addComponent()&#160;:&#160;<a class="el" href="classEntity.html#ae587a44fd803d7918a45dbfe531c962d">Entity</a></li>
<li>addEffect()&#160;:&#160;<a class="el" href="classStatEffectsComponent.html#a2d5edffc1abd620d39aa0315a1504b13">StatEffectsComponent</a></li>
<li>addEntity()&#160;:&#160;<a class="el" href="classManager.html#a6be095e14d18da37fdb2f8bdb4b48b5a">Manager</a></li> <li>addEntity()&#160;:&#160;<a class="el" href="classManager.html#a6be095e14d18da37fdb2f8bdb4b48b5a">Manager</a></li>
<li>addSingleTexture()&#160;:&#160;<a class="el" href="classTextureManager.html#ab8a4eb67288539db37552b2c68217bb1">TextureManager</a></li> <li>addSingleTexture()&#160;:&#160;<a class="el" href="classTextureManager.html#ab8a4eb67288539db37552b2c68217bb1">TextureManager</a></li>
<li>addSoundEffects()&#160;:&#160;<a class="el" href="classSoundManager.html#a552795938033c602a28162fec202d20c">SoundManager</a></li> <li>addSoundEffects()&#160;:&#160;<a class="el" href="classSoundManager.html#a552795938033c602a28162fec202d20c">SoundManager</a></li>
@ -134,6 +135,7 @@ $(function(){initNavTree('functions.html',''); initResizable(true); });
<h3><a id="index_c" name="index_c"></a>- c -</h3><ul> <h3><a id="index_c" name="index_c"></a>- c -</h3><ul>
<li>ColliderComponent()&#160;:&#160;<a class="el" href="classColliderComponent.html#ab2b8fbba2f80f7b9bbf70504f8c3c670">ColliderComponent</a></li> <li>ColliderComponent()&#160;:&#160;<a class="el" href="classColliderComponent.html#ab2b8fbba2f80f7b9bbf70504f8c3c670">ColliderComponent</a></li>
<li>createPickupable()&#160;:&#160;<a class="el" href="classPickupManager.html#a9e9fab0945ccd93749351e40a926c7d7">PickupManager</a></li>
</ul> </ul>
@ -162,6 +164,7 @@ $(function(){initNavTree('functions.html',''); initResizable(true); });
<li>getCollider()&#160;:&#160;<a class="el" href="classColliderComponent.html#a334729b3c9b86cf7ee99b908f100a043">ColliderComponent</a></li> <li>getCollider()&#160;:&#160;<a class="el" href="classColliderComponent.html#a334729b3c9b86cf7ee99b908f100a043">ColliderComponent</a></li>
<li>getComponent()&#160;:&#160;<a class="el" href="classEntity.html#ad5ce9d4246498a5a2ffd163a2d38c98f">Entity</a></li> <li>getComponent()&#160;:&#160;<a class="el" href="classEntity.html#ad5ce9d4246498a5a2ffd163a2d38c98f">Entity</a></li>
<li>getComponentAsPointer()&#160;:&#160;<a class="el" href="classEntity.html#af153779f4ae16c3aa4d67a52f61333b7">Entity</a></li> <li>getComponentAsPointer()&#160;:&#160;<a class="el" href="classEntity.html#af153779f4ae16c3aa4d67a52f61333b7">Entity</a></li>
<li>getEntry()&#160;:&#160;<a class="el" href="classDataComponent.html#a6e71b0bec578a208eb716676e3ccf667">DataComponent</a></li>
<li>getGame()&#160;:&#160;<a class="el" href="classManager.html#a4fe31f4dc1f7d613cf0ca9cafc2bb90a">Manager</a></li> <li>getGame()&#160;:&#160;<a class="el" href="classManager.html#a4fe31f4dc1f7d613cf0ca9cafc2bb90a">Manager</a></li>
<li>getIntersection()&#160;:&#160;<a class="el" href="classCollisionHandler.html#a9a52ac3eac33ef236ab0ced07f4763ce">CollisionHandler</a></li> <li>getIntersection()&#160;:&#160;<a class="el" href="classCollisionHandler.html#a9a52ac3eac33ef236ab0ced07f4763ce">CollisionHandler</a></li>
<li>getManager()&#160;:&#160;<a class="el" href="classEntity.html#acdf7c696ee39da0d8ebddb1976ea0abe">Entity</a></li> <li>getManager()&#160;:&#160;<a class="el" href="classEntity.html#acdf7c696ee39da0d8ebddb1976ea0abe">Entity</a></li>
@ -204,6 +207,7 @@ $(function(){initNavTree('functions.html',''); initResizable(true); });
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<li>pauseSound()&#160;:&#160;<a class="el" href="classSoundManager.html#a8031476c2ccd2dd1c40a39a102bc5844">SoundManager</a></li> <li>pauseSound()&#160;:&#160;<a class="el" href="classSoundManager.html#a8031476c2ccd2dd1c40a39a102bc5844">SoundManager</a></li>
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<p>Here you will (hopefully) find any information necessary to use the different classes and components of this engine to develop your own simple 2D games.</p> <p>Here you will (hopefully) find any information necessary to use the different classes and components of this engine to develop your own simple 2D games.</p>
<p>The base functionality can be split into a few major sections:</p><ul> <p>If you are using this library for the first time it is recommended you follow the following sections step by step.</p>
<p>Alternatively you could also just look at the code in the templates include and src folders and look at the example implementations there. The best place to start is <code>GameImplementation.h</code> and <code>GameImplementation.cpp</code>. All .cpp files have an associated .h file, please always start in the .h file with the same name as the .cpp file, otherwise you might get confused at some of the inline explanations provided in the files.</p>
<p>The base functionality can be split into a few major sections:</p><ol type="1">
<li><a class="el" href="md_docs_2md-pages_2quickstart.html">Quickstart guide for setting up the library</a></li> <li><a class="el" href="md_docs_2md-pages_2quickstart.html">Quickstart guide for setting up the library</a></li>
<li><a class="el" href="md_docs_2md-pages_2tilemaps.html">Building an environment using Tiled and tmx</a></li> <li><a class="el" href="md_docs_2md-pages_2config.html">Configuring game settings</a></li>
<li><a class="el" href="md_docs_2md-pages_2tilemaps.html">Building a map using Tiled and tmx and loading it</a></li>
<li><a class="el" href="md_docs_2md-pages_2entitiesAndComponents.html">Entities and Components</a></li> <li><a class="el" href="md_docs_2md-pages_2entitiesAndComponents.html">Entities and Components</a></li>
<li><a class="el" href="md_docs_2md-pages_2inputhandling.html">Input Management</a></li> <li><a class="el" href="md_docs_2md-pages_2inputhandling.html">Input Management</a></li>
<li><a class="el" href="md_docs_2md-pages_2eventhandling.html">Eventhandling</a></li> <li><a class="el" href="md_docs_2md-pages_2eventhandling.html">Eventhandling</a></li>
</ul> </ol>
<p>You can also of course just browse the classes on your own this just act as a more structured separation and docuementation of relevant features</p> <p>You can also of course just browse the classes on your own this just act as a more structured separation and docuementation of relevant features</p>
<p>Example code and quick start docu for each relevant function can be found within the template files themselves, use GameImplementation.cpp as a starting point. </p> <p><b>DISCLAIMER: EVERYTHING IN THE GIVEN TEMPLATE CODE IS OPTIONAL EVERYTHING FOUND IN THERE IS JUST A GUIDE AND CAN BE CHANGED AND/OR DELETED WITHOUT A PROBLEM</b> </p>
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<div class="headertitle"><div class="title">Configuring the game</div></div>
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<p>By either adding your own configuration .json file and overwriting its path in setConfigFilePath() found in Chickengame.cpp or editing configs/mainConfig.json you can configure some aspects of the game. These are:</p><ul>
<li><b>fullscreen</b>: bool to determine if you want your game to be displayed in fullscreen or not. Maintains the screen size set in screen_width and screen_height and stretches it out</li>
<li><b>screen_width</b>: int, in pixels</li>
<li><b>screen_height</b>: int, in pixels</li>
<li><b>title</b>: string, the title of the game/the name displayed on the top left of the window</li>
<li><b>icon</b>: string, path to the bitmap (.btm) you want to use as the app icon of your game </li>
</ul>
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<div class="contents"> <div class="contents">
<div class="textblock"><p><a class="anchor" id="autotoc_md0"></a></p> <div class="textblock"><p><a class="anchor" id="autotoc_md2"></a></p>
<h1><a class="anchor" id="autotoc_md1"></a> <h1><a class="anchor" id="autotoc_md3"></a>
Entities</h1> Entities</h1>
<p>In the scope of this library entities essentially function like empty containers that you can add components or properties to. So an entity can be whatever you want it to be, give it a texture, make it pickupable, give it collision or all of the above and more. Here is a quick overview over relevant classes containing functions pertaining to the creation and editing of entities:</p><ul> <p>In the scope of this library entities essentially function like empty containers that you can add components or properties to. So an entity can be whatever you want it to be, give it a texture, make it pickupable, give it collision or all of the above and more. Here is a quick overview over relevant classes containing functions pertaining to the creation and editing of entities:</p><ul>
<li><a class="el" href="classManager.html" title="Is responsible for managing all entities.">Manager</a></li> <li><a class="el" href="classManager.html">Manager</a></li>
<li><a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a></li> <li><a class="el" href="classEntity.html">Entity</a></li>
</ul> </ul>
<h1><a class="anchor" id="autotoc_md2"></a> <h1><a class="anchor" id="autotoc_md4"></a>
Components</h1> Components</h1>
<p>The following components are currently available to you to use in your entities:</p><ul> <p>The following components are currently available to you to use in your entities (the associated managers/handlers are also linked):</p>
<li>Collider Component</li> <hr />
</ul> <h2><a class="anchor" id="autotoc_md6"></a>
<p>Adds collision functionality to an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> meaning functionality can be assigned to happen when two Entities collision boxes intersect --&gt; this is used by the library, the developer themselves cannot (yet) add custom functionality to happen on collision. It is used to stop entities from running through tiles given the "collision" tag (see <a class="el" href="md_docs_2md-pages_2tilemaps.html">Tiled</a> section) and to enable picking up other entities.</p><ul> <a class="el" href="classColliderComponent.html">Collider Component</a></h2>
<li>Data Component</li> <p>see also <a class="el" href="classCollisionHandler.html">Collision Handler</a></p>
</ul> <p>Adds collision functionality to an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> meaning functionality can be assigned to happen when two Entities collision boxes intersect --&gt; this is used by the library, the developer themselves cannot (yet) add custom functionality to happen on collision unless the <a class="el" href="classCollisionHandler.html">Collision handler</a> itself is directly used. It is used to stop entities from running through tiles given the "collision" tag (see <a class="el" href="md_docs_2md-pages_2tilemaps.html">Tiled</a> section) and to enable picking up other entities.</p>
<p>Custom Data such as Stats can be added to an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> and accessed using this Component. If an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> is supposed to have movement the stat "speed" <b>has to be added</b>!</p><ul> <hr />
<li>Interaction Component</li> <h2><a class="anchor" id="autotoc_md8"></a>
</ul> <a class="el" href="classDataComponent.html">Data Component</a></h2>
<p>Adding this component to an entity tells it to react to triggered Interactions e.g. by button press. For this a custom lambda or function pointer is passed to determine what exactly should happen once an entities ineraction was triggered.</p><ul> <p>Custom Data such as Stats can be added to an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> and accessed using this Component.</p>
<li>Pickup Component</li> <dl class="section important"><dt>Important</dt><dd>If an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a> is supposed to have movement the stat "speed" has to be added and set to a positive int!</dd></dl>
</ul> <hr />
<p>Entities with pickup components will disappear once another collision having entity with the <a class="el" href="classEntity.html#a9449a7a0ad2c9ae5ee85ef2401382f2b">Group Label</a> "Player" intersects with it and executes the custom functionality given to it via constructor.</p><ul> <h2><a class="anchor" id="autotoc_md10"></a>
<li>Sprite Component</li> <a class="el" href="classInteractionComponent.html">Interaction Component</a></h2>
</ul> <p>see also <a class="el" href="structInteractionEventdataStruct.html">InteractionEventdataStruct</a></p>
<p><a class="el" href="classTextures.html" title="Forward declaration of the Textures enum class.">Textures</a> and Animations can be added via this component</p><ul> <p>Adding this component to an entity tells it to react to triggered Interactions e.g. by button press. For this a custom lambda or function pointer is passed to determine what exactly should happen once an entities ineraction was triggered.</p>
<li>Stateffects Component</li> <dl class="section note"><dt>Note</dt><dd>This component is only used to assign a functionality to an entity to be triggered when it is interacted with, to actually map a button to do something such as trigger an interaction refer to <a class="el" href="md_docs_2md-pages_2inputhandling.html">Input Management</a> and <a class="el" href="md_docs_2md-pages_2eventhandling.html">Eventhandling</a></dd></dl>
</ul> <hr />
<p>Temporary stateffects can be added using this component. Using the time and function passed it will execute whatever is in the function after the given time. It is used to e.g. reset stats after raising them in order to allow for temporary stat raises</p><ul> <h2><a class="anchor" id="autotoc_md12"></a>
<li>Transform Component</li> <a class="el" href="classPickupComponent.html">Pickup Component</a></h2>
</ul> <p>see also <a class="el" href="classPickupManager.html">Pickup Manager</a></p>
<p>The Transform Component manages the position and movement of an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a>. Multiple overloaded constructors exist depending on whether or not the entity is stationary </p> <p>Entities with pickup components will disappear once another collision having entity with the <a class="el" href="classEntity.html#a9449a7a0ad2c9ae5ee85ef2401382f2b">Group Label</a> "Player" intersects with it and executes the custom functionality given to it via constructor.</p>
<hr />
<h2><a class="anchor" id="autotoc_md14"></a>
<a class="el" href="classTransformComponent.html">Transform Component</a></h2>
<p>The Transform Component manages the position and movement of an <a class="el" href="classEntity.html" title="Main class for any object in game, stores associations, labeling and components.">Entity</a>. Multiple overloaded constructors exist depending on whether or not the entity is stationary</p>
<hr />
<h2><a class="anchor" id="autotoc_md16"></a>
<a class="el" href="classSpriteComponent.html">Sprite Component</a></h2>
<p><a class="el" href="classTextures.html" title="Forward declaration of the Textures enum class.">Textures</a> and Animations can be added via this component.</p>
<dl class="section important"><dt>Important</dt><dd>A <a class="el" href="classTransformComponent.html">Transform Component</a> is first needed before adding a Texture as the coordinates from the transform component are needed to tell the game where to render the texture</dd></dl>
<hr />
<h2><a class="anchor" id="autotoc_md18"></a>
<a class="el" href="classStatEffectsComponent.html">Stat Effects Component</a></h2>
<p>Temporary stateffects can be added using this component. Using the time and function passed it will execute whatever is in the function after the given time. It is used to e.g. reset stats after raising them in order to allow for temporary stat raises </p>
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<div class="headertitle"><div class="title">Interactions</div></div> <div class="headertitle"><div class="title">Interactions</div></div>
</div><!--header--> </div><!--header-->
<div class="contents"> <div class="contents">
<div class="textblock"><p><a class="anchor" id="autotoc_md3"></a></p> <div class="textblock"><p><a class="anchor" id="autotoc_md19"></a></p>
<p>In order to make an entity react to interactions it needs to include an implementation of InteractionListener such as the <a class="el" href="classInteractionComponent.html" title="InteractionComponent class to handle interaction events.">InteractionComponent</a>. Using <a class="el" href="classInteractionComponent.html#af60fed077b6f92c22f2246c2464923ed">its constructor</a> you can add a lambda/function pointer containing what you want to happen once an interaction with this entity happens. </p> <p>In order to make an entity react to interactions it needs to include an implementation of InteractionListener such as the <a class="el" href="classInteractionComponent.html" title="InteractionComponent class to handle interaction events.">InteractionComponent</a>. Using <a class="el" href="classInteractionComponent.html#af60fed077b6f92c22f2246c2464923ed">its constructor</a> you can add a lambda/function pointer containing what you want to happen once an interaction with this entity happens. </p>
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<div class="headertitle"><div class="title">Input Management</div></div> <div class="headertitle"><div class="title">Input Management</div></div>
</div><!--header--> </div><!--header-->
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<div class="textblock"><p><a class="anchor" id="autotoc_md4"></a></p> <div class="textblock"><p><a class="anchor" id="autotoc_md20"></a></p>
<p>Using the function <a class="el" href="classInputManager.html#afee4ab4cebfdac2fe08cd01e1a1c1620">registerAction()</a> Keys (both key press and key release) can be mapped to do certain actions such as moving an entity. Example code can be found within the template </p> <p>Using the function <a class="el" href="classInputManager.html#afee4ab4cebfdac2fe08cd01e1a1c1620">registerAction()</a> Keys (both key press and key release) can be mapped to do certain actions such as moving an entity. Example code can be found within the template under <code>Controls.h</code> and <code>Controls.cpp</code>.</p>
<p><b>Tip: If you want to apply any Inputs to a specific entity e.g. movement, simply pass the entity as a parameter in the initControls() function</b> </p>
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<div class="headertitle"><div class="title">Quickstart guide for setting up the library</div></div> <div class="headertitle"><div class="title">Quickstart guide for setting up the library</div></div>
</div><!--header--> </div><!--header-->
<div class="contents"> <div class="contents">
<div class="textblock"><p><a class="anchor" id="autotoc_md6"></a></p> <div class="textblock"><p><a class="anchor" id="autotoc_md22"></a></p>
<p>This guide's purpose is to get developers from 0 to being able to create their game in the quickest and most uncomplicated way possible. Therefore it will only go over the bare minimum to get everything up and running for implementation guides check out the other sections on the welcome page.</p> <p>This guide's purpose is to get developers from 0 to being able to create their game in the quickest and most uncomplicated way possible. Therefore it will only go over the bare minimum to get everything up and running for implementation guides check out the other sections on the welcome page.</p>
<h1><a class="anchor" id="autotoc_md7"></a> <h1><a class="anchor" id="autotoc_md23"></a>
Installations and tools</h1> Installations and tools</h1>
<p>Go to the github repository and download the setup file for your OS (windows and linux supported). This file needs to be executed in the folder you want to start your project in which will start the initial setup. While you can also manually download all of the necessary tools, this setup file acts as a central automated executable to streamline and expedite the non-game development aspect of this process which is why it is highly recommended. The tools downloaded are:</p><ul> <p>Go to the github repository and download the setup file for your OS (windows and linux supported). This file needs to be executed in the folder you want to start your project in which will start the initial setup. While you can also manually download all of the necessary tools, this setup file acts as a central automated executable to streamline and expedite the non-game development aspect of this process which is why it is highly recommended. The tools downloaded are:</p><ul>
<li>mingw(win)/gcc(linux)</li> <li>mingw(win)/gcc(linux)</li>

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<title>VEGO-Engine: Building an environment using Tiled and tmx</title> <title>VEGO-Engine: Building a map using Tiled and tmx and loading it</title>
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</div> </div>
<div><div class="header"> <div><div class="header">
<div class="headertitle"><div class="title">Building an environment using Tiled and tmx</div></div> <div class="headertitle"><div class="title">Building a map using Tiled and tmx and loading it</div></div>
</div><!--header--> </div><!--header-->
<div class="contents"> <div class="contents">
<div class="textblock"><p><a class="anchor" id="autotoc_md8"></a></p> <div class="textblock"><p><a class="anchor" id="autotoc_md24"></a></p>
<p>In order to create a map for your game the library has .tmx format support. In order to get .tmx files you use the associated tile editor "Tiled" which gets automatically downloaded when executing the VEGO libraries setup file (the installer is provided the installation itself must be finalized by the user). This section will walk you step by step through the creation of your first map/background using Tiled.</p>
<p>see also: <a href="https://doc.mapeditor.org/en/stable/manual/introduction/#getting-started">the official Tiled documentation</a></p> <p>see also: <a href="https://doc.mapeditor.org/en/stable/manual/introduction/#getting-started">the official Tiled documentation</a></p>
<p>After opening Tiled, select "New Map", a custom size measured in tiles and as tile size select 32x32 as this is the size the library currently supports.</p> <h2><a class="anchor" id="autotoc_md25"></a>
<h2><a class="anchor" id="autotoc_md9"></a> Getting started</h2>
<p>After opening Tiled, select "New Map", a custom size measured in tiles and as tile size select 32x32 as this is the size the library currently supports. Also choose the size of your canvas, it is recommended you choose the same size as the one you defined in the <a class="el" href="md_docs_2md-pages_2config.html">games config</a> (default is 25w x 20h, measured in tiles, to get the pixel size just multiply by 32 as that is the tilesize the library uses)</p>
<p><img src="Tiled1.jpg" alt="" width="50%" class="inline"/> </p>
<p><img src="Tiled2.jpg" alt="" width="50%" class="inline"/> </p>
<h2><a class="anchor" id="autotoc_md26"></a>
Create a New Tileset</h2> Create a New Tileset</h2>
<pre class="fragment">In the editor, go to the lower-right corner and select "New Tileset". <ol type="1">
<li>In the editor, go to the lower-right corner and select "New Tileset".</li>
Give your tileset a name. <li>Give your tileset a name.</li>
<li>Make sure to select "Embed in map".</li>
Make sure to select "Embed in map". <li>Choose your tilesheet as the source.</li>
<li>Leave the rest of the settings on default <img src="Tiled3.jpg" alt="" width="50%" class="inline"/> </li>
Choose your tilesheet as the source. </ol>
</pre><h2><a class="anchor" id="autotoc_md10"></a> <p><img src="Tiled4.jpg" alt="" width="50%" class="inline"/> </p>
<h2><a class="anchor" id="autotoc_md27"></a>
Draw Your Environment</h2> Draw Your Environment</h2>
<pre class="fragment">Once imported, you can select tiles from the tileset and use them to build your environment. <p>Once imported, you can select tiles from the tileset and use them to build your environment.</p>
</pre><h2><a class="anchor" id="autotoc_md11"></a> <h2><a class="anchor" id="autotoc_md28"></a>
Understand Layers in Tiled</h2> Understand Layers in Tiled</h2>
<pre class="fragment">Tiled allows you to use multiple layers for organizing your map. <p>Tiled allows you to use multiple layers for organizing your map.</p>
<p>You need to give your Layers seperate z-Indices to decide their rendering order, the lower the number the earlier it gets rendered. In order to do this:</p><ol type="1">
You need to give your Layers seperate z-Indices to decide their rendering order, the lower the number the earlier it gets rendered. <li>Select a layer.</li>
</ol>
In order to do this select a layer. <ol type="1">
<li>Right-click "Custom Properties" and go to "Add Property".</li>
Add a new int property named "zIndex" and give it a number starting with 0 to decide when to render it (0 gets rendered first etc.). </ol>
<ol type="1">
Important: Tiles that should have collision must be placed on a separate layer. <li>Add a new int property named "zIndex" and give it a number starting with 0 to decide when to render it (the lower the number the more the layer is in the background i.e. tiles on layer 0 will be covered by tiles on layer 1 if they occupy the same space).</li>
</pre><h2><a class="anchor" id="autotoc_md12"></a> </ol>
<div class="image">
<img src="Tiled5.jpg" alt="" width="50%"/>
</div>
<p><b>Important: Tiles that should have collision must be placed on a separate layer as custom properties are per layer not per tile.</b></p>
<h2><a class="anchor" id="autotoc_md29"></a>
Set Up Collision</h2> Set Up Collision</h2>
<pre class="fragment">Select the layer you want to have collision. <p>To add collision to a layer:</p>
<ol type="1">
Right-click and go to "Custom Properties". <li>Select the layer you want to have collision.</li>
</ol>
Add a new boolean property named "collision" and tick the checkbox. <ol type="1">
<li>Right-click and go to "Custom Properties".</li>
Any tile placed on this layer will now automatically have collision—meaning moving entities cannot pass through them. </ol>
</pre> </div></div><!-- contents --> <ol type="1">
<li>Add a new boolean property named "collision" and tick the checkbox.</li>
</ol>
<div class="image">
<img src="Tiled5.jpg" alt="" width="50%"/>
</div>
<p>Any tile placed on this layer will now automatically have collision—meaning moving entities cannot pass through them.</p>
<h2><a class="anchor" id="autotoc_md30"></a>
Saving your work</h2>
<p>After completeing your map, save it in the asset folder of the library (or any place really the asset folder just exists as a recommendation to easily find all of your maps and textures)</p>
<div class="image">
<img src="Tiled6.jpg" alt="" width="50%"/>
</div>
<h2><a class="anchor" id="autotoc_md31"></a>
Loading your work into the game</h2>
<p>The map gets loaded into the game in <code>GameImplementation.cpp</code>, simply add the path of the map .tmx file to the <a class="el" href="classMap.html">Map</a> constructor </p>
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@ -124,13 +124,14 @@ $(function(){initNavTree('pages.html',''); initResizable(true); });
<div class="contents"> <div class="contents">
<div class="textblock">Here is a list of all related documentation pages:</div><div class="directory"> <div class="textblock">Here is a list of all related documentation pages:</div><div class="directory">
<table class="directory"> <table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><a class="el" href="md_docs_2md-pages_2entitiesAndComponents.html" target="_self">Entities and Components</a></td><td class="desc"></td></tr> <tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><a class="el" href="md_docs_2md-pages_2config.html" target="_self">Configuring the game</a></td><td class="desc"></td></tr>
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<tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><a class="el" href="deprecated.html" target="_self">Deprecated List</a></td><td class="desc"></td></tr> <tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><a class="el" href="todo.html" target="_self">Todo List</a></td><td class="desc"></td></tr>
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<p><a class="el" href="structAnimation.html" title="Animation struct to hold animation data.">Animation</a> struct to hold animation data.
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<p><code>#include &lt;<a class="el" href="AnimationHandler_8h_source.html">AnimationHandler.h</a>&gt;</code></p>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="structAnimation.html" title="Animation struct to hold animation data.">Animation</a> struct to hold animation data. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">index</td><td>The row in the sprite sheet (every 32 pixels on the y-axis is a new row) </td></tr>
<tr><td class="paramname">frames</td><td>The number of frames in the animation </td></tr>
<tr><td class="paramname">speed</td><td>The speed of the animation in milliseconds </td></tr>
</table>
</dd>
</dl>
</div><hr/>The documentation for this struct was generated from the following file:<ul>
<li>include/<a class="el" href="AnimationHandler_8h_source.html">AnimationHandler.h</a></li>
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