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Top-down Shooter With Death
A Top-Down Shooter in Which Characters Die
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The object manager. More...
#include <ObjectManager.h>
Public Member Functions | |
CObject * | create (eSprite, const Vector2 &) |
Create new object. More... | |
void | FireGun (CObject *, eSprite) |
Fire object's gun. More... | |
const size_t | GetNumTurrets () const |
Get number of turrets in object list. More... | |
Private Member Functions | |
void | BroadPhase () |
Broad phase collision detection and response. More... | |
void | NarrowPhase (CObject *, CObject *) |
Narrow phase collision detection and response. More... | |
bool | AtWorldEdge (CObject *, Vector2 &, float &) const |
Test whether at the edge of the world. More... | |
Additional Inherited Members | |
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static LSpriteRenderer * | m_pRenderer = nullptr |
Pointer to renderer. | |
static CObjectManager * | m_pObjectManager = nullptr |
Pointer to object manager. | |
static LParticleEngine2D * | m_pParticleEngine = nullptr |
Pointer to particle engine. | |
static bool | m_bGodMode = false |
God mode flag. | |
static Vector2 | m_vWorldSize = Vector2::Zero |
World height and width. | |
static CPlayer * | m_pPlayer = nullptr |
Pointer to player character. | |
A collection of all of the game objects.
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private |
Test whether an object's left, right, top or bottom edge has crossed the left, right, top, bottom edge of the world, respectively. If so, then the object's position is corrected. This function assumes that the bottom left corner of the world is at the origin.
p | Pointer to an object. |
norm | [out] Collision normal. |
d | [out] Overlap distance. |
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private |
Perform collision detection and response for each object with the world edges and for all objects with another object, making sure that each pair of objects is processed only once.
Create an object and put a pointer to it at the back of the object list m_stdObjectList
, which it inherits from LBaseObjectManager
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t | Sprite type. |
pos | Initial position. |
Create a bullet object and a flash particle effect. It is assumed that the object is round and that the bullet appears at the edge of the object in the direction that it is facing and continues moving in that direction.
pObj | Pointer to an object. |
bullet | Sprite type of bullet. |
const size_t CObjectManager::GetNumTurrets | ( | ) | const |
Reader function for the number of turrets.
Perform collision detection and response for a pair of objects. Makes use of the helper function Identify() because this function may be called with the objects in an arbitrary order.
p0 | Pointer to the first object. |
p1 | Pointer to the second object. |