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Wrath of Zeus
Made by Torchlight Games for CSE 125 SP24
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#include <weaponcollider.hpp>
Data Structures | |
| struct | WeaponOptions |
Public Member Functions | |
| WeaponCollider (Player *usedPlayer, glm::vec3 corner, glm::vec3 facing, glm::vec3 dimensions, ModelType model, WeaponOptions &&options) | |
| void | doCollision (Object *other, ServerGameState &state) override |
| Code to run when this object collides with another. More... | |
| void | updateMovement (ServerGameState &state) |
| bool | readyTime (ServerGameState &state) |
| bool | timeOut (ServerGameState &state) |
| 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 | |
| ServerSFX | sound |
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... | |
Protected Attributes | |
| std::chrono::time_point< std::chrono::system_clock > | preparing_time |
| std::chrono::time_point< std::chrono::system_clock > | attacked_time |
| Player * | usedPlayer |
| SharedWeaponInfo | info |
| WeaponOptions | opt |
| bool | playSound |
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... | |
| WeaponCollider::WeaponCollider | ( | Player * | usedPlayer, |
| glm::vec3 | corner, | ||
| glm::vec3 | facing, | ||
| glm::vec3 | dimensions, | ||
| ModelType | model, | ||
| WeaponOptions && | options | ||
| ) |
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overridevirtual |
Code to run when this object collides with another.
NOTE: default implementation does nothing only override behaviors will matter
Reimplemented from Object.
| bool WeaponCollider::readyTime | ( | ServerGameState & | state | ) |
| bool WeaponCollider::timeOut | ( | ServerGameState & | state | ) |
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overridevirtual |
Generates a SharedObject representation of this object.
Reimplemented from Object.
Reimplemented in Lightning.
| void WeaponCollider::updateMovement | ( | ServerGameState & | state | ) |
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| ServerSFX WeaponCollider::sound |
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