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Wrath of Zeus
Made by Torchlight Games for CSE 125 SP24
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#include <projectile.hpp>
Public Member Functions | |
| SpellOrb (glm::vec3 corner, glm::vec3 facing, SpellType type) | |
Public Member Functions inherited from Projectile | |
| Projectile (glm::vec3 corner, glm::vec3 facing, glm::vec3 dimensions, ModelType model, std::optional< ServerSFX > destroy_sound, Options &&options) | |
| void | doCollision (Object *other, ServerGameState &state) override |
| Code to run when this object collides with another. More... | |
| bool | doTick (ServerGameState &state) |
| handle homing trajectory updates More... | |
| virtual SharedObject | toShared () override |
| Generates a SharedObject representation of this object. More... | |
Public Member Functions inherited from Object | |
| Object (ObjectType type, Physics physics, ModelType modelType) | |
| virtual | ~Object () |
| void | setModel (ModelType type) |
| Sets this Object's model and initializes its dimensions to the given model's default dimensions. More... | |
| virtual SharedObject | toShared () |
| Generates a SharedObject representation of this object. More... | |
| virtual void | doCollision (Object *other, ServerGameState &state) |
| Code to run when this object collides with another. More... | |
| std::string | to_string (unsigned int tab_offset) |
| std::string | to_string () |
Data Fields | |
| SpellType | sType |
Data Fields inherited from Object | |
| EntityID | globalID {} |
| Unique object ID (used to index into the ServerGameState::objects vector) More... | |
| SpecificID | typeID {} |
| Type-specific Object ID (used to index into the type-specific objects vector in ServerGameState) More... | |
| MovableID | movableID {} |
| Movable ID (used to index into the movable objects vector in ServerGameState) More... | |
| ObjectType | type |
| Identifies this object's type (derived class) More... | |
| Physics | physics |
| Object's Physics-related properties. More... | |
| ModelType | modelType |
| Object's render model type (specifies this Object's render model to the client) More... | |
| AnimState | animState |
| Object's animation state and current action. For non-animated objects, this defaults as AnimState::IdleAnim. More... | |
| bool | is_sprinting |
| used to determine if the player is sprinting for animation purposes More... | |
| std::vector< glm::ivec2 > | gridCellPositions |
| Vector of (x, y) positions of GridCells currently occupied by this object. More... | |
| float | distance_moved |
| Distance moved, for use in deciding when to play footsteps IMPORTANT: reset every time a footstep sound is performed for objects that play foosteps. More... | |
Static Public Attributes | |
| static const int | DAMAGE = 25 |
| static const float | H_MULT = 0.4 |
| static const float | V_MULT = 0.0 |
| static const float | HOMING_STRENGTH = 0.1f |
Static Public Attributes inherited from Object | |
| static std::unordered_map< ModelType, glm::vec3 > | models |
| Maps from ModelType to a model's dimensions as read from the model files. (At present, these values are hard-coded in object.cpp) More... | |
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inline |
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inlinestatic |
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inlinestatic |
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inlinestatic |
| SpellType SpellOrb::sType |
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inlinestatic |