|
| | GameRules () |
| | ~GameRules () override=default |
| | GameRules (const GameRules &other)=default |
| | GameRules (GameRules &&other) noexcept=default |
| auto | operator= (const GameRules &other) -> GameRules & |
| auto | operator= (GameRules &&other) noexcept -> GameRules &=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 | systemShowMenu () -> void override |
| | Specific systems should override this function to show their specific menu for the system.
|
| auto | endWindow () -> void override |
| | currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
|
| auto | onRender () -> void override |
| | called every frame after update has been called for every object.
|
| 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 | getSeed () const -> unsigned int |
| | get the seed we use for making random number generators, so we can have a consistent gameplay if we want
|
| auto | setSeed (unsigned int seed) -> void |
| | if for some reason you want set the seed manually in code, instead of ImGui, you can set it here make sure you set it before launching gameplay, when we start using it
|
| auto | getMaxPlayerCards () const -> int |
| auto | setMaxPlayerCards (int newMax) -> void |
| auto | getCardsPlayedPerTurnLimit () const -> int |
| auto | setCardsPlayedPerTurnLimit (int newMax) -> void |
| auto | getBoardDimensions () const -> const std::pair< int, int > & |
| auto | setBoardDimensions (const std::pair< int, int > &newDimensions) -> void |
| auto | getPlayerTimeLimit () const -> float |
| auto | setPlayerTimeLimit (float newLimit) -> void |
| auto | getTimeLimitPointPenalty () const -> int |
| auto | setTimeLimitPointPenalty (int newPenalty) -> void |
| auto | getScoreCalculator () const -> bool |
| auto | setScoreCalculator (bool enabled) -> void |
| auto | getHandTypeColor (HandRating::HandType handType) const -> Vector4D |
| auto | getHandTypeValue (HandRating::HandType handType) const -> int |
| auto | setHelpPopUp (bool enabled) -> void |
| auto | getHelpPopUp () const -> bool |
| auto | getPlayerCount () const -> int |
| auto | setPlayerCount (int count) -> void |
| auto | getPassAndPlay () const -> bool |
| | Sets if we want to pass and play when we start the gameplay scene Also causes us to load PlayerCountScene instead of PlayerJoinScene.
|
| auto | setPassAndPlay (bool newState) -> void |
| auto | showMenu () -> void override |
| | Called before update each frame, for calling ImGui editor code relevant to the gameObject.
|
| auto | getKey () const -> Key override |
| | Generates a unique Key that corresponds to the GameObject.
|
| auto | getParent () const -> GameObject *override |
| | Gets the parent of a GameObject.
|
| | 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 | onEnterEngine () -> void |
| | hook that is called when a GameObject enters the Engine tree.
|
| 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 | 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
|
|
| bool | useSetSeed = false |
| | whether GameRules should generate seed from a random number on construction
|
| unsigned int | seed |
| | seed to use to seed random generators for gameplay events
|
| int | maxCardsPerPlayerHand |
| int | maxNumberOfCardsPlayedPerTurn |
| std::pair< int, int > | boardDimensions |
| float | timeLimitPerPlayer |
| | The time limit is stored in seconds.
|
| int | timeLimitPointPenalty |
| | The amount of points players lose if they run out of time.
|
| bool | scoreCalculator = false |
| | if the player has scoring calculator enabled
|
| float | gameSpeedModifier = 1.f |
| | Affects the speed of the animations in game.
|
| int | playerCount = 0 |
| | Tracks how many players we want in our game.
|
| bool | passAndPlay = false |
| | If we want to support multiple device inputs at the same time in the gameplay scene.
|
| Vector4D | straightFlushColor = { 0.5f, 0.02f, 0.92f, 1.0f } |
| | the different colors for hand types
|
| Vector4D | quadsColor = { 1.0f, 0.84f, 0.23f, 1.0f } |
| Vector4D | fullHouseColor = { 0.f, 0.f, 1.0f, 1.0f } |
| Vector4D | flushColor = { 0.f, 1.0f, 1.0f, 1.0f } |
| Vector4D | straightColor = { 0.5f, 0.f, 1.0f, 1.0f } |
| Vector4D | tripsColor = { 1.0f, 0.f, 0.f, 1.0f } |
| Vector4D | twoPairColor = { 1.0f, 0.5f, 0.f, 1.0f } |
| Vector4D | pairColor = { 1.0f, 1.0f, 0.f, 1.0f } |
| Vector4D | highCardColor = { 0.6f, 1.0f, 1.0f, 1.0f } |
| bool | helpPopUp = true |