class
RGameObjectA game object. Main class responsible for player interactions.
Contents
Base classes
- class RMasterComponent
- A master component. Serves as parent class for all components.
Public static variables
- static std::unordered_map<std::string, RGameObject*> InstantiatedGameObjects
- The singular array that tracks all objects that were instantiated of this class.
Constructors, destructors, conversion operators
- ~RGameObject()
- Destructor.
- RGameObject() protected
- Protected constructor. Only used to create groups.
Public functions
- void begin() virtual
- Called by the engine once before the level starts to run.
- void tick() override
- Tick function.
-
void onHit(RGameObject* hammer,
RGameObject* nail,
const Awerere::
ACollideData& collisionData) virtual - User defined function called whenever a hit event is generated.
- void enableTick()
- Set this object for tick by update function.
- auto add(RGameObject* gameObject) -> RGameObject&
- Adds a game object as the child of this object.
- void gameobject_ok(var data = NULL)
- Checks the state of game object.
Public variables
- std::string m_Name
- Name of this game object.
- RLevel* m_ParentLevel
- The level context during which this object lives.
-
GraphicComponents::
RSprite* m_Sprite - Sprite used for the rendering process.
-
Awerere::
APhysicsObject* m_PhysicsObject - Physics object that handles collisions/response.
-
RML::
Matrix4 m_TransformationMatrix - The transform used to place the children of this game object.
- std::vector<RGameObject*> m_Children
- Vector array of child objects.
- bool m_ThisTicks
- Whether this gameobject ticks.
- bool m_UsesTexture
- Whether this gameobject uses a texture.
- bool m_IsGroup
- Whether this gameobject is a group of other child gameobjects.
- bool m_HasPhysics
- Whether this gameobject obeys physics and responds to collisions.
- bool m_GeneratesHit
- Whether this gameobject generates hit events.
Function documentation
void Rubeus:: RGameObject:: tick() override
Tick function.
void Rubeus:: RGameObject:: onHit(RGameObject* hammer,
RGameObject* nail,
const Awerere:: ACollideData& collisionData) virtual
User defined function called whenever a hit event is generated.
Parameters | |
---|---|
hammer | The hitting object. |
nail | The object getting hit |
collisionData | Details of the collision |
RGameObject& Rubeus:: RGameObject:: add(RGameObject* gameObject)
Adds a game object as the child of this object.
Parameters | |
---|---|
gameObject | The game object to be added to this group. |
Returns | Reference to this group object. Allows chaining add() calls. E.g. object.add(r1).add(r2); |
void Rubeus:: RGameObject:: gameobject_ok(var data = NULL)
Checks the state of game object.
Parameters | |
---|---|
data | NULL |