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... | |
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Component () | |
virtual | ~Component () |
Public Attributes | |
ColliderReceiver * | receiver |
Protected Attributes | |
Vector3D | m_size |
CollisionType | is_colliding = CollisionType::NoContact |
PhysicsComponent * | physics = nullptr |
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GameObject * | entity |
The entitity to which this component belongs to. More... | |
ColliderComponent::ColliderComponent | ( | Vector3D | size, |
ColliderReceiver * | receiver | ||
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Vector3D & ColliderComponent::GetSize | ( | ) |
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virtual |
void ColliderComponent::setColliding | ( | CollisionType | to | ) |
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protected |
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protected |
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protected |
ColliderReceiver* ColliderComponent::receiver |