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Wrath of Zeus
Made by Torchlight Games for CSE 125 SP24
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#include <torchlight.hpp>
Public Member Functions | |
| Torchlight (glm::vec3 corner, float dist_orb, float dist_exit) | |
| Torchlight (glm::vec3 corner, const PointLightProperties &properties) | |
| ~Torchlight () | |
| SharedObject | toShared () override |
| Generates a SharedObject representation of this object. More... | |
| bool | doTick (ServerGameState &state, std::optional< glm::vec3 > lightning_light_cut_pos, std::optional< glm::vec3 > action_light_cut_pos) |
| runs on every server tick to update torchlight flickering animations @parm current ServerGameState More... | |
| void | overrideIntensity (float val) |
| manually set torchlight intensity, for use in intro cutscene More... | |
| float | getIntensity () const |
| get current intensity of torch from 0-1 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 | |
| bool | is_cut |
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... | |
Additional Inherited Members | |
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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explicit |
Creates a torchight with default lighting properties.
| corner | Corner position of the surface |
| dist_orb | distance to orb, to see if it should be shaded blue |
| dist_exit | distance to the exit, to see if it should be shaded white |
| Torchlight::Torchlight | ( | glm::vec3 | corner, |
| const PointLightProperties & | properties | ||
| ) |
| corner | Corner position of the surface |
| properties | allows for customization of lighting and flickering properties |
| Torchlight::~Torchlight | ( | ) |
| bool Torchlight::doTick | ( | ServerGameState & | state, |
| std::optional< glm::vec3 > | lightning_light_cut_pos, | ||
| std::optional< glm::vec3 > | action_light_cut_pos | ||
| ) |
runs on every server tick to update torchlight flickering animations @parm current ServerGameState
| the | position the lightning hit (if exists) |
| the | position of the light cut action (if exists) |
| float Torchlight::getIntensity | ( | ) | const |
get current intensity of torch from 0-1
| void Torchlight::overrideIntensity | ( | float | val | ) |
manually set torchlight intensity, for use in intro cutscene
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overridevirtual |
Generates a SharedObject representation of this object.
Reimplemented from Object.
| bool Torchlight::is_cut |