Located by path source/engine/physics/
in this folder you can find Collider and enum file EPhisicsType (with EResponseType and EObjectTypes)
PhysicsManager is located by path source/engine/managers/
- Overlap Delegate
- std::map<EObjectTypes, EResponseType> Map of response to objects
- glm::vec2 Size
- glm::vec2 World position
- EObjectTypes Object type
- void AddOverlapDelegate(Object, method by reference)
- void Overlap(Actor*)
- void SetObjectType(EObjectTypes)
- SetSize(glm::vec2)
- void SetPosition(glm::vec2)
- void SetCollisionResponse(EObjectTypes, EResponseType)
- Actor* GetOwner()
- glm::vec2 GetSize()
- glm::vec2 GetPosition()
- EObjectTypes GetObjectType()
- EResponseType GetResponseType(EObjectTypes)
- Collider(EOdjectTypes, glm::vec2(position), glm::vec2(size))
- static bool CanMove(Actor* actor_that_need_to_check, glm::vec2(next_position))
- static void CheckOverlapping(Collider* check_collider)
- static bool IsOverlap(glm::vec2 position, glm::vec2 check_position, glm::vec2 size, glm::vec3 size_checking_colllider, Physics::Collider*
check_collider, Physics::Collider* current_checking_collider) - static bool IsBlocking(glm::vec2 position, glm::vec2 check_position, glm::vec2 size, glm::vec2 size_checking_colllider, Physics::Collider*
check_collider, Physics::Collider* current_checking_collider)
Located by path source/engine/renderer/
- std::shared_ptr spr_texture
- std::shared_ptr spr_shader
- glm::vec2 spr_pos, spr_size
- float spr_rot
- std::string spr_subtexture_name
- GLuint spr_vertex_array_objects, texture_coord_buffer, vertex_coord_buffer, vertex_element_buffer
- Sprite& operator=(Sprite) = delete
- void SetPosition(glm::vec2 newPosition)
- void SetSize(glm::vec2 newSize)
- void SetRotation(float newRotation)
- void SetNewSprite(std::string newSubtextureName)
- glm::vec2 GetPosition()
- glm::vec2 GetSize()
- float GetRotation()
- std::shared_ptrRenderer::ShaderProgram GetShaderProgram()
- std::shared_ptrRenderer::Texture2D GetTexture()
- virtual void Render()
- Sprite(std::shared_ptr texture, std::shared_ptr shader, std::string initialSubtextureName, glm::vec2 position, ::vec2 size, float rotation)
- Sprite(Sprite) = delete
- size_t current_frame
- float current_anim_time
- bool is_dirty
- std::map<std::string, std::vector<std::pair<std::string, float>>> states_map
- std::map<std::string, std::vector<std::pair<std::string, float>>>::const_iterator current_anim_duration
- std::shared_ptr spr_texture
- std::shared_ptr spr_shader
- glm::vec2 spr_pos, spr_size
- float spr_rot
- std::string spr_subtexture_name
- GLuint spr_vertex_array_objects, texture_coord_buffer, vertex_coord_buffer, vertex_element_buffer
- void InsertState(std::string name_state, std::vector<std::pair<std::string, float>> sub_texture_duration)
- void SetState(std::string name_state)
- void Update(float deltaTime)
- void Render()
