Examples for Game Objects.
#include "AzulCore.h"
class DemoCollideObj;
public:
DemoObj();
DemoObj(const DemoObj&) = default;
DemoObj& operator=(const DemoObj&) = default;
~DemoObj();
void Collision(DemoCollideObj* obj);
private:
GraphicObject_TextureFlat* demoGraphicsObj;
};
virtual void Alarm1()
Definition Alarmable.h:72
virtual void Alarm0()
Definition Alarmable.h:71
virtual void Alarm2()
Definition Alarmable.h:73
virtual void Draw2D()
Fill this with code that occurs during the Draw2D phase.
Definition Drawable2D.h:51
virtual void Draw()
Fill this with code that occurs during the Draw phase.
Definition Drawable.h:53
Responsible for GameObject centralization.
Definition GameObject.h:179
virtual void SceneExit()
Function called by SubmitExit() responsible for deregistration.
Definition GameObject.h:251
virtual void SceneEntry()
Function called by SubmitEntry() responsible for registration.
Definition GameObject.h:233
Responsible for Sprite Creation and Positioning.
Definition Sprite.h:129
virtual void Update()
Fill this with code that occurs during the Update phase.
Definition Updatable.h:54
#include "DemoObj.h"
DemoObj::DemoObj() {
demoSprite =
new Sprite(
"Demo Texture Two");
}
DemoObj::~DemoObj(){
delete demoGraphicsObj;
delete demoSprite;
}
void DemoObj::Update(){
}
void DemoObj::Draw(){
}
void DemoObj::Draw2D(){
demoSprite->Render();
}
void DemoObj::SceneEntry(){
}
void DemoObj::SceneExit(){
}
void DemoObj::Alarm0(){
}
void DemoObj::Alarm1(){
}
void DemoObj::Alarm2(){
}
void DemoObj::KeyPress(AZUL_KEY k) {
switch (k) {
case AZUL_KEY::KEY_0:
break;
}
}
void DemoObj::KeyRelease(AZUL_KEY k) {
switch (k) {
case AZUL_KEY::KEY_9:
break;
}
}
void DemoObj::Collision(DemoCollideObj* obj){
}
@ KEY_RELEASE
Definition KeyStateCommon.h:7
@ 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_2
Definition AlarmableManager.h:15
@ ALARM_1
Definition AlarmableManager.h:15
@ ALARM_0
Definition AlarmableManager.h:15
void SubmitDeregistration()
Called when wanting to stop checking for collisions.
Definition Collidable.cpp:49
void SetColliderModel(Model *mod)
Stores an Objects Collision Model for calculating collisions.
Definition Collidable.cpp:61
void SetCollidableGroup()
Registers a DemoObject to be part of a Collision Group.
Definition Collidable.h:281
void SubmitRegistration()
Called when wanting to check for collisions.
Definition Collidable.cpp:41
void SubmitDeregistration()
Called when wanting to hide sprites on screen.
Definition Drawable2D.cpp:45
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 SubmitDeregistration()
Called when wanting to hide graphics objects on screen.
Definition Drawable.cpp:45
static Model * GetModel(const MapKey &key)
Returns model pointer with given KEY.
Definition ModelManager.h:98
static Scene * GetCurrScene()
Returns pointer to current scene.
Definition SceneManager.h:51
static ShaderObject * GetShader(const MapKey &key)
Returns shader object pointer with given KEY.
Definition ShaderManager.h:71
@ TEXTUREFLAT
Definition ShaderManager.h:20
static Texture * GetTexture(const MapKey &key)
Returns texture pointer with given KEY.
Definition TextureManager.h:134
void SubmitRegistration()
Called when wanting to make changes every frame.
Definition Updatable.cpp:37
void SubmitDeregistration()
Called when wanting to stop making changes every frame.
Definition Updatable.cpp:45