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

The object manager. More...

#include <ObjectManager.h>

Inheritance diagram for CObjectManager:
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Public Member Functions

CObjectCreate (eObject, const Vector2 &)
 Create new object.
 
void FireGun (CArmedObject *)
 Fire armed object's gun.
 
const UINT GetNumGuards () const
 Get the number of guards.
 

Private Member Functions

void BroadPhase ()
 Broad phase collision detection and response.
 
void NarrowPhase (CObject *, CObject *)
 Narrow phase collision detection and response.
 
bool AtWorldEdge (CObject *, Vector2 &, float &) const
 Test whether at the edge of the world.
 

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

A collection of all of the game objects.

Member Function Documentation

◆ AtWorldEdge()

bool CObjectManager::AtWorldEdge ( CObject * p,
Vector2 & norm,
float & d ) const
private

Test whether an object's left, right, top or bottom edge has crossed the left, right, top, bottom edge of the world, respectively. If so, then the object's position is corrected. This function assumes that the bottom left corner of the world is at the origin.

Parameters
pPointer to an object.
norm[out] Collision normal.
d[out] Overlap distance.
Returns
true if the object overlaps the edge of the world.
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◆ BroadPhase()

void CObjectManager::BroadPhase ( )
private

Perform collision detection and response for each object with the world edges and for all objects with another object, making sure that each pair of objects is processed only once. Also collide objects with the edges of the worlod.

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◆ Create()

CObject * CObjectManager::Create ( eObject t,
const Vector2 & pos )

Create an object and put a pointer to it at the back of the object list m_stdObjectList, which it inherits from Sage::CBaseObjectManager.

Parameters
tObject type.
posInitial position.
Returns
Pointer to the object created.
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◆ FireGun()

void CObjectManager::FireGun ( CArmedObject * pObj)

Create a bullet object and a flash particle effect. The bullet and the muzzle flash appear a little beywod the gun muzzle and the bullet proceeds along the view bector with a random deflection to add some variability.

Parameters
pObjPointer to an armed object.
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◆ GetNumGuards()

const UINT CObjectManager::GetNumGuards ( ) const

Get the number of guards.

Returns
The number of guards.
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◆ NarrowPhase()

void CObjectManager::NarrowPhase ( CObject * p0,
CObject * p1 )
private

Perform collision detection and response for a pair of objects. Makes use of the helper function Identify() because this function may be called with the objects in an arbitrary order.

Parameters
p0Pointer to the first object.
p1Pointer to the second object.
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