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PlayerJoinScene Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
attemptToAddPlayer(const Message *message) -> MessagePlayerJoinSceneprivate
availablePlayerSlotsPlayerJoinSceneprivate
cActionList enum valueComponent
calculateFormattedName() const -> voidGameObjectprivate
cAnimation enum valueComponent
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 > overridePlayerJoinSceneinlinevirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overridePlayerJoinScenevirtual
ComponentTypeEnum enum nameComponent
cOptionsScene enum valueComponent
cParticleGenerator enum valueComponent
cPauseScene enum valueComponent
cPhysics enum valueComponent
cPlayer enum valueComponent
cPlayerCountScene enum valueComponent
cPlayerJoinScene 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
currentPlayersPlayerJoinSceneprivate
cWinScreenScene enum valueComponent
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridePlayerJoinSceneinlinevirtual
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, PlayerJoinScene &n) ->voidPlayerJoinScenefriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
gameplayButtonSelectorPlayerJoinSceneprivate
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
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
GoToGameplayButtonPressed(const Message *message) -> MessagePlayerJoinScene
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
linkMessages() -> voidPlayerJoinScene
load(const Stream &stream) -> void overridePlayerJoinScenevirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overridePlayerJoinScenevirtual
onRender() -> void overridePlayerJoinScenevirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overridePlayerJoinScenevirtual
operator=(const PlayerJoinScene &) -> PlayerJoinScene &=defaultPlayerJoinScene
operator=(PlayerJoinScene &&other) noexcept -> PlayerJoinScene &=defaultPlayerJoinScene
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
PlayerJoinScene()PlayerJoinScene
PlayerJoinScene(const PlayerJoinScene &)PlayerJoinScene
PlayerJoinScene(PlayerJoinScene &&other) noexceptPlayerJoinScene
receiveDeselect(const Message *message) -> MessagePlayerJoinScene
receivePauseKeyPressed(const Message *message) -> MessagePlayerJoinScene
receiveSelectClicked(const Message *message) -> MessagePlayerJoinScene
receiveSelectPressed(const Message *message) -> MessagePlayerJoinScene
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overridePlayerJoinScenevirtual
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
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 PlayerJoinScene &n) ->voidPlayerJoinScenefriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~PlayerJoinScene() override=defaultPlayerJoinScene