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SDL SPOOKY PLATFORMER ENGINE
0.2.0
An implementation of a platformer using sdl, implemented using an entity component system and efficient collision management.
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#include <ColliderComponent.hpp>
Public Member Functions | |
| ColliderComponent (Vector3D size, ColliderReceiver *receiver) | |
| Vector3D & | GetSize () |
| void | setColliding (CollisionType to) |
| void | Update (float fixedTime) |
| Update this component according to the deltaTime. More... | |
| void | Render (SDL_Renderer *ren) |
| Render this component in the screen if it can be rendered. More... | |
Public Member Functions inherited from Component | |
| Component () | |
| virtual | ~Component () |
Public Attributes | |
| ColliderReceiver * | receiver |
Protected Attributes | |
| Vector3D | m_size |
| CollisionType | is_colliding = CollisionType::NoContact |
| PhysicsComponent * | physics = nullptr |
Protected Attributes inherited from Component | |
| GameObject * | entity |
| The entitity to which this component belongs to. More... | |
| ColliderComponent::ColliderComponent | ( | Vector3D | size, |
| ColliderReceiver * | receiver | ||
| ) |
| Vector3D & ColliderComponent::GetSize | ( | ) |
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virtual |
| void ColliderComponent::setColliding | ( | CollisionType | to | ) |
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virtual |
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protected |
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protected |
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protected |
| ColliderReceiver* ColliderComponent::receiver |
1.4.1