Slippers Engine
 
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GameObject Class Reference

Responsible for GameObject centralization. More...

#include <GameObject.h>

Inheritance diagram for GameObject:
Inheritance graph

Private Member Functions

void SubmitEntry ()
 Function to be called when GameObject enters a scene.
 
void SubmitExit ()
 Function to be called when GameObject exits a scene.
 
virtual void SceneEntry ()
 Function called by SubmitEntry() responsible for registration.
 
virtual void SceneExit ()
 Function called by SubmitExit() responsible for deregistration.
 

Additional Inherited Members

- Public Types inherited from Collidable
enum class  VOLUME_TYPE { BSPHERE , AABB , OBB }
 3 Types of Collision Tests More...
 
- Public Member Functions inherited from Collidable
const CollisionVolume & GetColVolume ()
 Retrieves the Collider Model's Collision Volume.
 
- Protected Member Functions inherited from Updatable
void SubmitRegistration ()
 Called when wanting to make changes every frame.
 
void SubmitDeregistration ()
 Called when wanting to stop making changes every frame.
 
- Protected Member Functions inherited from Drawable
void SubmitRegistration ()
 Called when wanting to show graphics objects on screen.
 
void SubmitDeregistration ()
 Called when wanting to hide graphics objects on screen.
 
- Protected Member Functions inherited from Drawable2D
void SubmitRegistration ()
 Called when wanting to show sprites on screen.
 
void SubmitDeregistration ()
 Called when wanting to hide sprites on screen.
 
- Protected Member Functions inherited from Alarmable
void SubmitRegistration (float t, AlarmableManager::ALARM_ID id)
 Called when wanting to start an alarm.
 
void SubmitDeregistration (AlarmableManager::ALARM_ID id)
 Called when wanting to cancel an alarm.
 
- Protected Member Functions inherited from Inputable
void SubmitRegistration (AZUL_KEY k, EVENT_TYPE e)
 Called when wanting to check for a specific key.
 
void SubmitDeregistration (AZUL_KEY k, EVENT_TYPE e)
 Called when wanting to stop checking for a specific key.
 
- Protected Member Functions inherited from Collidable
void SubmitRegistration ()
 Called when wanting to check for collisions.
 
void SubmitDeregistration ()
 Called when wanting to stop checking for collisions.
 
void SetColliderModel (Model *mod, VOLUME_TYPE vt)
 Stores an Objects Collision Model for calculating collisions.
 
void UpdateCollisionData (const Matrix &mat)
 Updates Objects Collision Model for proper scaling and positioning.
 
template<typename C>
void SetCollidableGroup ()
 Registers a DemoObject to be part of a Collision Group.
 
- Protected Member Functions inherited from OccludableObj
virtual void SubmitRegistration (float mat)
 Called when wanting to make an object block sounds.
 
virtual void SubmitDeregistration ()
 Called when wanting to stop an object from blocking sounds.
 
void SetOcclusionModel (Model *mod)
 Stores an Objects Occlusion Model for calculating collisions.
 
void UpdateOcclusionData (const Matrix &mat)
 Updates Objects Occlusion Model for proper scaling and positioning.
 

Detailed Description

Responsible for GameObject centralization.

Member Function Documentation

◆ SceneEntry()

virtual void GameObject::SceneEntry ( )
privatevirtual

Function called by SubmitEntry() responsible for registration.

Use this function in a GameObject to manage what features get registered when this object enters a Scene.

Example:

void DemoObject::SceneEntry(){
}
@ KEY_PRESS
Definition KeyStateCommon.h:6
void SubmitRegistration(float t, AlarmableManager::ALARM_ID id)
Called when wanting to start an alarm.
Definition Alarmable.cpp:101
@ ALARM_0
Definition AlarmableManager.h:15
void SubmitRegistration()
Called when wanting to check for collisions.
Definition Collidable.cpp:47
void SubmitRegistration()
Called when wanting to show sprites on screen.
Definition Drawable2D.cpp:37
void SubmitRegistration()
Called when wanting to show graphics objects on screen.
Definition Drawable.cpp:37
void SubmitRegistration(AZUL_KEY k, EVENT_TYPE e)
Called when wanting to check for a specific key.
Definition Inputable.cpp:49
void SubmitRegistration()
Called when wanting to make changes every frame.
Definition Updatable.cpp:37

◆ SceneExit()

virtual void GameObject::SceneExit ( )
privatevirtual

Function called by SubmitExit() responsible for deregistration.

Use this function in a GameObject to manage what features get registered when this object exits a Scene.

Example:

void DemoObject::SceneEntry(){
}
void SubmitDeregistration(AlarmableManager::ALARM_ID id)
Called when wanting to cancel an alarm.
Definition Alarmable.cpp:111
void SubmitDeregistration()
Called when wanting to stop checking for collisions.
Definition Collidable.cpp:55
void SubmitDeregistration()
Called when wanting to hide sprites on screen.
Definition Drawable2D.cpp:45
void SubmitDeregistration()
Called when wanting to hide graphics objects on screen.
Definition Drawable.cpp:45
void SubmitDeregistration(AZUL_KEY k, EVENT_TYPE e)
Called when wanting to stop checking for a specific key.
Definition Inputable.cpp:86
void SubmitDeregistration()
Called when wanting to stop making changes every frame.
Definition Updatable.cpp:45

◆ SubmitEntry()

void GameObject::SubmitEntry ( )
private

Function to be called when GameObject enters a scene.

This function is to be called by other classes for when a GameObject enters a scene. Go to SceneEntry() to figure out more.

◆ SubmitExit()

void GameObject::SubmitExit ( )
private

Function to be called when GameObject exits a scene.

This function is to be called by other classes for when a GameObject exits a scene. Go to SceneExit() to figure out more.