|
| | Player () |
| | Player (const Player &other)=default |
| | Player (Player &&other) noexcept=default |
| | ~Player () override=default |
| auto | operator= (const Player &other) -> Player &=default |
| auto | operator= (Player &&other) -> Player &=default |
| auto | clone () const -> std::unique_ptr< GameObject > override |
| | makes a copy a GameObject even if it's held polymorphically
|
| auto | onUpdate (float dt) -> void override |
| | called once every frame.
|
| auto | onRender () -> void override |
| | called every frame after update has been called for every object.
|
| auto | componentShowMenu () -> void override |
| auto | onEnterEngine () -> void override |
| | hook that is called when a GameObject enters the Engine tree.
|
| auto | endWindow () -> void override |
| | currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
|
| auto | load (const Stream &stream) -> void override |
| | Implementations will load the state of a GameObject from a th::Json Object.
|
| auto | save (Stream &stream) const -> void override |
| | Implementations will load the state of a GameObject to a th::Json object.
|
| auto | addCardToHand (std::unique_ptr< Card > drawnCard) -> Entity * |
| | Creates a card entity and adds it to the hand, but does not visually move it You would want to use this if you're going to add your own actions to the card.
|
| auto | moveCardToHand (std::unique_ptr< Card > drawnCard) -> void |
| | Creates a card entity and adds it to the hand.
|
| auto | fillHand (Deck *deck, float drawDuration, float initialDelay) -> void |
| | Draws cards from the deck until the hand is full or until the deck is empty.
|
| auto | drawCardToHand (Deck *deck, float drawDuration) -> void |
| | Draws a single card from the deck and adds it to the hand.
|
| auto | getNumberOfCardsInHand () const -> int |
| | Returns the number of cards the player is holding.
|
| auto | clearHand () -> void |
| | Gets rid of all the cards in the players hand.
|
| auto | decrementNumberOfCards () -> void |
| | Public function so Table can tell the player when they lose a card.
|
| auto | hasCards () const -> bool |
| | Returns if the player has any cards in their hand or not.
|
| auto | getMaxCards () const -> int |
| | Returns the max number cards the player can hold in their hand.
|
| auto | getFirstCard () -> Entity * |
| | Returns the first card Entity in the players hand.
|
| auto | getLastCard () -> Entity * |
| | Returns the first card Entity in the players hand.
|
| auto | getType () const -> ComponentTypeEnum |
| auto | getKey () const -> Key override |
| | Generates a unique Key that corresponds to the GameObject.
|
| auto | showMenu () -> void override |
| | Called before update each frame, for calling ImGui editor code relevant to the gameObject.
|
| auto | getEntityParent () const -> Entity * |
| | gets the parent as an Entity.
|
| auto | pop () const -> std::unique_ptr< Component > |
| | Removes the Component from its Entity parent, and gives ownership to the caller.
|
| | GameObject (std::string typeName, gobj::Type parentType, gobj::Type type) |
| | constructor for gameobject.
|
| virtual | ~GameObject () |
| | destructor for GameObject.
|
| | GameObject (const GameObject &other) |
| | Copy Constructor.
|
| auto | operator= (const GameObject &other) -> GameObject & |
| | copy assignment operator
|
| | GameObject (GameObject &&other) noexcept |
| | Move constructor.
|
| auto | operator= (GameObject &&other) noexcept -> GameObject & |
| | Move assignment operator.
|
| virtual auto | update (float dt) -> void |
| | called once every frame.
|
| virtual auto | render () -> void |
| | called every frame after update has been called for every object.
|
| virtual auto | destroy () -> void |
| | Marks an GameObject to be destroyed.
|
| virtual auto | onSceneStart (const std::string &sceneName) -> void |
| | Hook that is called before the first frame a scene is run, but after the entire scene is loaded into the engine To receive the hook, simply override the function in your class.
|
| virtual auto | onSceneExit (const std::string &sceneName) -> void |
| | Hook that is called right before a scene is unloaded To receive the hook, simply override the function in your class.
|
| virtual auto | for_each (std::function< void(GameObject &)> func) -> void |
| | applies a function to every child.
|
| virtual auto | for_each (std::function< void(const GameObject &)> func) const -> void |
| | applies a const function to every child.
|
| virtual auto | getParent () const -> GameObject * |
| | Gets the parent of a GameObject.
|
| virtual auto | parentTo (GameObject *newParent) -> bool |
| | Sets the GameObject as a child of another GameObject.
|
| auto | getInternalParent () const -> GameObject * |
| | returns the actual owning parent of the GameObject
|
| virtual auto | addChild (std::unique_ptr< GameObject > newChild) -> bool |
| | Adds a child to a GameObject.
|
| auto | addChildLua (std::unique_ptr< GameObject > &newChild) -> bool |
| | for lua
|
| auto | destroyed () const -> bool |
| auto | getUUID () const -> gobj::UUID |
| auto | coolerGetUUID () const -> unsigned int |
| auto | isUUID (gobj::UUID compareUUID) const -> bool |
| auto | getName () const -> const std::string & |
| | Gets the type of the object as a string.
|
| auto | getNickname () const -> const std::string & |
| | Gets the nickname (custom, writable name) of a GameObject.
|
| auto | getFormattedName () const -> const std::string & |
| | combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
|
| auto | nameEquals (const std::string &compareString) const -> bool |
| | check whether a GameObjects typeName is equivilent to a given string.
|
| auto | isType (gobj::Type otherType) const -> bool |
| | check whether the GameObject is the same as a given type.
|
| auto | getObjectType () const -> gobj::Type |
| | gets the internal type of the GameObject, as an enum
|
| auto | setNickname (const std::string &newNickname) -> void |
| | sets the GameObjects nickname.
|
| auto | updates () const -> bool |
| auto | renders () const -> bool |
| auto | receivesMessages () const -> bool |
| auto | isActive () const -> bool |
| virtual auto | setShouldUpdate (bool _shouldUpdate) -> void |
| | set whether the GameObject should update every frame, and whether all of it's children should update every frame
|
| virtual auto | setShouldRender (bool _shouldRender) -> void |
| | set whether the GameObject should render every frame, and whether all of it's children should render every frame
|
| virtual auto | setShouldReceiveMessages (bool _shouldReceiveMessages) -> void |
| | set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
|
| auto | setActive (bool shouldBeActive) -> void |
| | set the GameObject should update, render, and receive messages
|
| auto | getGameObjectJson () const -> json |
| | Used for serializing GameObjects.
|
| auto | setGameObjectJson (const json &stream) -> void |
| | used for deserializing GameObjects
|
The component responsible for storing information relevant to the player.
@Player.h