ecs::systems

Functions

Attributes

Name

std::function< void(World &)>

std::function< void(World &)>

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::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 &)>

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