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FYP
1.0.0
Final Year Project -- Alexander Meuer
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Object that follows a pre-computed arc toward a target and checks for collision on impact. More...
#include <ArcProjectile.h>


Public Member Functions | |
| ArcProjectile (int damage, Damage::Type damageType, sf::Texture &texture) | |
| virtual void | fire (sf::Vector2f const &from, sf::Vector2f const &to, float flightTimeSeconds) override |
| void | update (sf::Time const &elapsedTime) override |
Public Member Functions inherited from Projectile | |
| Projectile (int damage, Damage::Type damageType, sf::Texture &texture, int impactRadius=10) | |
| bool | isActive () const |
| bool | impactOccured () const |
| virtual void | onCollide (std::shared_ptr< Collidable > &other, sf::Vector2f const &mtv) override |
| int | getDamage () const |
| Damage::Type | getDamageType () const |
Public Member Functions inherited from Actor | |
| Actor (sf::Texture &texture, sf::Shape *collisionMask, sf::Vector2f const &maskOffset) | |
| Actor (tinyxml2::XMLElement *xml) | |
| void | animate (sf::Time const &elapsedTime) |
| Updates the animator and applies it to ourself. | |
| bool | isPlayingAnimation () const |
| Returns true if an animation is currently playing. | |
| std::string | getPlayingAnimation () const |
| Gets the name of the playing animation. Undefined behaviour if no animation playing. | |
| void | playAnimation (std::string const &name, bool loop=false) |
| Begins playing an animation by name. | |
| void | setVisible (bool isVisible=true) |
| bool | toggleVisible () |
| bool | getVisible () const |
| virtual void | draw (sf::RenderTarget &target) const |
Public Member Functions inherited from collision::Collidable | |
| Collidable (sf::Shape *mask, sf::Vector2f offset) | |
| Collidable (Collidable const &other) | |
| Collidable (tinyxml2::XMLElement *xml) | |
| Constructs a Collidable from an xml tag. Tag requires pointCoint and type attributes in addition to child tags depending on type specified. More... | |
| const sf::Shape * | getMask () const |
| void | setMask (sf::Shape *mask, sf::Vector2f offset) |
| virtual void | onCollide (std::shared_ptr< Collidable > &other, sf::Vector2f const &mtv) |
| Called when we collide with something. | |
| void | setDebugColour (sf::Color const &c) |
| void | debug_draw (sf::RenderTarget &target) |
| void | getAxies (std::vector< sf::Vector2f > &axiesVector) |
| Gets all axies of the mask. Gets all axies of the mask. Currently inefficient due to the fact that it iterates over all points and returns all axies (a duplicate of each axis is included!). More... | |
| size_t | getPointCount () const |
| Gets the number of points in the mask. Calls mask->getPoint() and returns the result. | |
| sf::Vector2f | projectOntoAxis (sf::Vector2f &axis) const |
| Projects the mask onto an axis. Projects each point of the mask onto an axis and returns the min and max points it covers on that axis. More... | |
Static Private Attributes | |
| static const sf::Vector2f | mGravity |
Additional Inherited Members | |
Protected Member Functions inherited from collision::Collidable | |
| void | updateCollidableMask (sf::Vector2f const &newPosition) |
| Updates the position of the mask. Updates the position of the mask to equal newPosition plus the offset. More... | |
Protected Attributes inherited from Projectile | |
| bool | mActive |
| sf::Vector2f | mVelocity |
| float | mTimeToLive |
| bool | mImpactOccurred |
Protected Attributes inherited from Actor | |
| bool | mVisible |
Object that follows a pre-computed arc toward a target and checks for collision on impact.
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overridevirtual |
Fires the projectile in a computed arc.
| from | The location to fire from. |
| to | The destination of the projectile. |
| flightTimeSeconds | How much time the projectile should take to reach its destination. |
Implements Projectile.