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FYP
1.0.0
Final Year Project -- Alexander Meuer
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| ▼Nabilities | |
| CHeal | |
| CMagicMisile | |
| CRaiseDead | |
| ▼Ncollision | |
| CCollidable | |
| CCollisionGroup | |
| ▼NConstants | |
| CMisc | |
| CNumbers | |
| CStrings | |
| CVectors | |
| ▼NDamage | |
| CReduction | Damage Reduction, such as Armour or Magic Resistance. Used to reduce damage by an appropriate amount. Usage: Damage::Reduction mArmour = Damage::Reduction::MEDIUM; |
| ▼Ndetail | |
| CSceneRequest | |
| CWave | Stores information about a single wave |
| ▼Ngui | |
| CAbilityButton | Button with an Ability and cooldown visualization |
| CButton | Clickable sprite |
| CCostButton | |
| CDialogueBox | |
| CHealthBar | Healthbar that follows a Pawn's position |
| CHealthBarStatic | Statically positioned bar that tracks a Pawn's health |
| CHudItem | Interface for non-interactable hud elements. Non-interactable hud elements are for show, the user can't click on or use them. Therefore, gui::Button does not derive from this class |
| CImage | Draws a sprite |
| CLifeTracker | Draws a line of images, one for each life (or whatever other int it may be told to track) |
| CNumberTracker | Outputs a number from a shared pointer as text |
| CSlider | |
| CTextButton | |
| ▼Ntower | |
| CMageTower | Tower that fires magical projectiles that home in on their target |
| CProjectileTower | Tower that fires a projectile toward a target. Fires in an arc and takes account for moving targets |
| CTower | Interface for derived tower types |
| CUnitTower | Tower that produces Minions and sends them to the nearest path node. Uses an xml Minion definition to create units |
| CAbility | Base class for usable abilities or spells. Abilities must be initialized through xml |
| CActor | Class for anything that animates and has a position. Animates and has position and collision |
| CArcProjectile | Object that follows a pre-computed arc toward a target and checks for collision on impact |
| CBloodSystem | |
| CCamera | Follow camera that can target an Actor |
| CCredits | |
| CCursor | |
| CFancyProjectile | Projectile that emits particles as it travels and homes in on its target |
| CGame | |
| CHero | Pawn that can move and attack simultaneously and regenerates health |
| CHud | |
| CI_Scene | Interface for scene objects, such as levels and menus |
| CLevel | Playable level of the game |
| CLevelSelect | |
| CMagicMissile | Launches homing projectiles at enemies |
| CMainMenu | First menu shown to the user |
| CMinion | Pawn that follows a path, keeps its distance from flockmembers and has a monetary reward for killing it |
| CNode | |
| CPath | A one-way path of nodes. Uses a recursive structure |
| CPawn | Base class for all units in the game. If it walks and attacks, it's a Pawn. Walks toward a destination, attacks any hostile pawns it encounters. Dies when health reaches 0 |
| CPlayerProfile | Record of how far a player has progressed through the game. Used to save/load to/from file |
| CProfileSelect | Scene for selecting which player profile to use |
| CProjectile | |
| CProjectileManager | Updates a collection of projectiles. Projectiles are stored in unique_ptrs |
| CQuadtree | Simple Quadtree implementation using templates |
| CRenderer | Manages rendering in it's own thread |
| CResourceManager | Simple SFML resource manager |
| CSceneManager | Singleton class to handle scenes and the navigation between them |
| CSceneProxy | |
| CSettings | |
| CSettingsMenu | |
| CTerrainInterpreter | Parses pixels of an image into bitflags |
| CTowerPlacer | |
| CUnitFactory | Factory for production of Hero and Minions from xml definition files |
| CWaveController | Spawns units in waves |