Brunot
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Player Member List

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

addCardLua(std::unique_ptr< Card > &drawnCard) -> voidPlayerprivate
addCardToHand(std::unique_ptr< Card > drawnCard) -> Entity *Player
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
bindLuaTypes(sol::state &lua) -> voidPlayerstatic
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clearHand() -> voidPlayer
clone() const -> std::unique_ptr< GameObject > overridePlayervirtual
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overridePlayervirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
createCardToMenu(std::unique_ptr< Card > cardToAdd) -> Entity *Playerprivate
decrementNumberOfCards() -> voidPlayer
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
drawCardToHand(Deck *deck, float drawDuration) -> voidPlayer
endWindow() -> void overridePlayerinlinevirtual
EngineGameObject
EntityGameObject
fillHand(Deck *deck, float drawDuration, float initialDelay) -> voidPlayer
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Player &p) ->voidPlayerfriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getEnum() -> ComponentTypeEnumPlayerinlinestatic
getFirstCard() -> Entity *Player
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getLastCard() -> Entity *Player
getMaxCards() const -> intPlayer
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getNumberOfCardsInHand() const -> intPlayer
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
hasCards() const -> boolPlayer
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overridePlayervirtual
maxNumberOfCardsPlayerprivate
moveCardToHand(std::unique_ptr< Card > drawnCard) -> voidPlayer
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
numberOfCardsInHandPlayerprivate
onEnterEngine() -> void overridePlayervirtual
onRender() -> void overridePlayervirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overridePlayervirtual
operator=(const Player &other) -> Player &=defaultPlayer
operator=(Player &&other) -> Player &=defaultPlayer
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
Player()Player
Player(const Player &other)=defaultPlayer
Player(Player &&other) noexcept=defaultPlayer
pop() const -> std::unique_ptr< Component >Component
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overridePlayervirtual
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const Player &p) ->voidPlayerfriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Player() override=defaultPlayer