ecs::systems
Functions
void
movePacketHandle(World & world, network::Message & msg)
void
firstMessageHandle(World & world, network::Message & msg)
void
deathMessageHandle(World & world, network::Message & msg)
void
playerHealthHandle(World & world, network::Message & msg)
void
createPlayer(World & world, network::ClientMessage & msg)
void
movePlayer(World & world, network::ClientMessage & msg)
void
playerShoot(World & world, network::ClientMessage & msg)
Attributes
std::function< void(World &)>
size_t
std::unordered_map< char, std::function< void(World &, network::Message &msg)> >
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::map< unsigned int, size_t >
std::unordered_map< char, std::function< void(World &, network::ClientMessage &msg)> >
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
std::function< void(World &)>
Functions Documentation
function movePacketHandle
function firstMessageHandle
function deathMessageHandle
function playerHealthHandle
function createPlayer
Parameters:
world The world in which we want to operate
msg The message of a new player coming on the server
In goal of create a player, first, we need to add every components of the player. Specify to the server that there is a new connection and check if the request has been accepted
function movePlayer
Parameters:
world The world we want to operate
msg The message containing the new position of the player
Updating the player position according to the given msg
function playerShoot
Parameters:
world The world we want to operate
msg Only used to compare ID and select the correct player
Used to make the player shoot from the given message
Attributes Documentation
variable animate
variable draw
Used to set the scale, the position and the texture of the entity before display it
variable executeOnce
Login to the server only once
variable selfId
variable packetTypeFunction
variable HandleIncomingMessages
variable HandleParallaxBounds
variable handleSFMLEvents
Used to manage Sfml events Currently able to manage the following actions: Close the window KeyPressed, in this case, we check if the bind is known from sfml: if yes, we had it on world's events' stack, nothing otherwise
variable handleSFMLKeys
Used to manage every action ordered by Sfml input by the user Refer to the Controllable.hpp documentation to learn more about managed input
variable healthBar
variable menuSelect
variable scoreUpdate
Used to set the score of the player
variable SendDirection
Send direction system used to fill the array of messages to the server regarding the direction of the player
variable manageClientEvents
Used to manage every client' events Refer to SFMLEvents.hpp documentation to learn more about managed events
variable movement
Used to apply the values of the velocity component to the position component according to the internal clock of the system
variable positionLogger
Used to display, as a logger, all the value of the Position & Velocity component
variable runMovementAI
Runs the AIs stored in the enities
variable deathUpdate
System used to push death of entity message to the server outgoing queue when is life as gone under 0.
variable followEntitySystem
variable clientNumToId
variable packetTypeFunction
variable playerHealthUpdate
System used to push death of entity message to the server outgoing queue when is life as gone under 0.
variable PositionUpdate
System used to push updated position of entity to the server outgoing queue.
variable projectileCollision
variable runAttackAI
Runs the AIs stored in the enities
variable waves
Updated on 2022-11-13 at 17:21:37 +0100
Last updated