RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <cenemy.h>
Public Member Functions | |
CEnemy (void) | |
~CEnemy (void) | |
virtual void | update () |
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CAliveEntity (void) | |
virtual void | damageReceived (int damage) |
~CAliveEntity (void) | |
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CLNode (void) | |
CLNode (const CLNode &node) | |
CLNode & | operator= (const CLNode &node) |
void | copyNodeValuesFromNode (CLNode *node) |
CLNode * | getCopy () |
Transform & | transform () |
const Transform & | constTransform () const |
void | setTransform (const Transform &transform) |
const std::string & | id () const |
void | setId (const std::string &id) |
bool | visible () const |
void | setVisible (bool visible) |
const btVector3 & | size () const |
const btVector3 & | defaultSize () const |
QList< CLInstanceGeometry > | instanceGeometries () |
CArray< CLInstanceGeometry > * | getInstanceGeometries () const |
void | setInstanceGeometries (QList< CLInstanceGeometry > vec) |
void | setInstanceGeometries (CArray< CLInstanceGeometry > *_array) |
~CLNode (void) | |
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CObject () | |
CObject (const CObject &object) | |
CObject & | operator= (const CObject &object) |
CObject * | retain () |
unsigned int | release () const |
CObject * | autorelease () |
unsigned int | retainCount () const |
bool | isValidCObject () const |
virtual | ~CObject () |
Additional Inherited Members | |
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static void | safeRetain (void *pointer) |
template<class T > | |
static void | safeRelease (T *pointer) |
template<class T > | |
static void | safeReleaseArray (T *array) |
static void | safeRelease (const char *pointer) |
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virtual void | copyValuesFromObject (const CGameObject &game_object) |
virtual void | __init () |
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virtual void | copyValuesFromObject (const CLNode &node) |
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virtual void | copyValuesFromObject (const CObject &object) |
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int | m_health |
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CActionManager * | m_actionManager |
int | m_tag |
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Transform | m_transform |
btVector3 | m_size |
std::string | m_id |
bool | m_visible |
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QList< QProperty > | DynamicProperties |
int | CObjectType |
int | Tag |
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QList< CLInstanceGeometry > | InstanceGeometries |
CEnemy::CEnemy | ( | void | ) |
Definition at line 34 of file cenemy.cpp.
CEnemy::~CEnemy | ( | void | ) |
Definition at line 44 of file cenemy.cpp.
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virtual |
Called every frame. This is the most common method to implement any behaviour.
Reimplemented from CAliveEntity.
Reimplemented in CEnemyLauncher.
Definition at line 39 of file cenemy.cpp.