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Card Member List

This is the complete list of members for Card, including all inherited members.

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
cActionProxy enum valueComponent
calculateFormattedName() constGameObject
cAnimation enum valueComponent
Card(int num=0, cardSuit name=cardSuit::N, bool isPlayed=false)Card
Card(const Card &)=defaultCard
Card(Card &&)=defaultCard
cBackground enum valueComponent
cBehavior enum valueComponent
cBoard enum valueComponent
cButton enum valueComponent
cCard enum valueComponent
cCollider enum valueComponent
cConfirmDestructiveActionScene enum valueComponent
cCreditsScene enum valueComponent
cDeck enum valueComponent
cEntityMover enum valueComponent
cErrorType enum valueComponent
cFlags enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overrideCardvirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideCardvirtual
ComponentTypeEnum enum nameComponent
cOptionsScene enum valueComponent
cPauseScene enum valueComponent
cPhysics enum valueComponent
cPlayer enum valueComponent
cScene enum valueComponent
cSelectable enum valueComponent
cSelector enum valueComponent
cSplashScreenScene enum valueComponent
cSprite enum valueComponent
cTable enum valueComponent
cTransform enum valueComponent
cTutorialScene enum valueComponent
cWinScreenScene enum valueComponent
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideCardinlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Card &c) ->voidCardfriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getAsString() const -> std::stringCard
getCardSuit() const -> cardSuitCard
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getPlayedThisTurn() const -> boolCard
getPosition() const -> std::pair< unsigned, unsigned >Card
getRank() const -> intCard
getSuit() const -> charCard
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(Stream &stream) -> void overrideCardvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideCardvirtual
onUpdate(float dt) -> void overrideCardvirtual
operator=(const Card &other) -> Card &Card
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
operator==(const Card &other) const -> boolCard
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
playedThisTurnCardprivate
rankCardprivate
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideCardvirtual
setActive(const bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setPlayedThisTurn(bool newTurnState) -> voidCard
setRank(int newRank) -> voidCard
setShouldReceiveMessages(const bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(const bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(const bool _shouldUpdate) -> voidGameObjectvirtual
setSuit(cardSuit newSuit) -> voidCard
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
suitCardprivate
to_json(json &j, const Card &c) ->voidCardfriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual