The Top Down Game Prototype
A Basic Top Down Shooter
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CObject Class Reference

The game object. More...

#include <Object.h>

Inheritance diagram for CObject:
Collaboration diagram for CObject:

Public Member Functions

 CObject (eObject, eSprite, const Vector2 &)
 Constructor.
 
virtual ~CObject ()
 Destructor.
 
virtual void Move ()
 Move object.
 
virtual void Draw ()
 Draw object.
 
virtual void CollisionResponse (const Vector2 &, float, CObject *=nullptr)
 Collision response.
 
const eObject GetType () const
 Get object type.
 

Protected Attributes

eObject m_eObject = eObject::Unknown
 Object type.
 
eSprite m_eSprite = eSprite::Player
 Sprite type.
 
Vector2 m_vPos
 Position.
 
float m_fRoll = 0
 Roll angle.
 
float m_fRadius = 0
 Bounding circle radius.
 

Friends

class CObjectManager
 Object manager needs access so it can manage.
 

Additional Inherited Members

- Static Protected Attributes inherited from CCommon
static Sage::CSpriteRenderer * m_pRenderer = nullptr
 Pointer to renderer.
 
static CObjectManagerm_pObjectManager = nullptr
 Pointer to object manager.
 
static Sage::CParticleEngine2D * m_pParticleEngine = nullptr
 Pointer to particle engine.

 
static CPlayerm_pPlayer = nullptr
 Pointer to player character.
 
static bool m_bGodMode = false
 God mode flag.
 
static bool m_bShowState = false
 Show NPC state flag.
 
static bool m_bShowBounds = false
 Show collision circle flag.
 

Detailed Description

The abstract representation of an object. CObjectManager is a friend of this class so that it can access any private members as needed to manage the objects without the need for reader and set functions for each private or protected member variable. This class must contain public member functions Move() and Draw() to move and draw the object, respectively.

Constructor & Destructor Documentation

◆ CObject()

CObject::CObject ( eObject obj,
eSprite spr,
const Vector2 & p )

Create and initialize an object.

Parameters
objObject type.
sprSprite type.
pInitial position of object.

Member Function Documentation

◆ CollisionResponse()

void CObject::CollisionResponse ( const Vector2 & norm,
float d,
CObject * pObj = nullptr )
virtual

Response to a collision, which is to move back the overlap distance along the collision normal.

Parameters
normCollision normal.
dOverlap distance.
pObjPointer to object being collided with (defaults to nullptr, which means collision with a wall).

Reimplemented in CBullet, CGuard, and CPlayer.

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◆ Draw()

void CObject::Draw ( )
virtual

Draw sprite.

Reimplemented in CArmedObject, and CGuard.

◆ GetType()

const eObject CObject::GetType ( ) const

Reader function for the object type.

Returns
The object type.
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◆ Move()

void CObject::Move ( )
virtual

Stub.

Reimplemented in CArmedObject, CBullet, CGuard, and CPlayer.