Jazz2::Actors::Enemies::EnemyBase class

Base class of an enemy.

Base classes

class Jazz2::Actors::ActorBase
Base class of an object.

Derived classes

class Jazz2::Actors::Bosses::BossBase
Base class of an enemy boss.
class Jazz2::Actors::Bosses::Robot
class Bat
class Bee
class Caterpillar
class Crab
class Demon
class Doggy
class Dragon
class Dragonfly
class FatChick
class Fencer
class Fish
class Helmut
class LabRat
class Lizard
class LizardFloat
class MadderHatter
class Monkey
class Rapier
class Raven
class Skeleton
class Sparks
class Sucker
class SuckerFloat
class Turtle
class TurtleShell
class TurtleTough
class TurtleTube
class Witch
class Jazz2::Actors::Environment::RollingRock
class Jazz2::Actors::Solid::SpikeBall

Constructors, destructors, conversion operators

EnemyBase()

Public functions

auto OnHandleCollision(std::shared_ptr<ActorBase> other) -> bool override
Called when the object collides with another object.
auto CanHurtPlayer() const -> bool
Whether the enemy can hurt player.
auto IsFrozen() const -> bool
Whether the enemy is currently frozen.

Public variables

bool CanCollideWithShots
Whether the enemy should collide with player shots.

Protected functions

void OnUpdate(float timeMult) override
Called every frame to update the object state.
void OnHealthChanged(ActorBase* collider) override
Called when health of the object changed.
auto OnPerish(ActorBase* collider) -> bool override
Called when the object has no health left and should perish.
void AddScoreToCollider(ActorBase* collider)
void SetHealthByDifficulty(int health)
void PlaceOnGround()
auto CanMoveToPosition(float x, float y) -> bool
void TryGenerateRandomDrop()
void CreateDeathDebris(ActorBase* collider)
void StartBlinking()
void HandleBlinking(float timeMult)