class
#include <Jazz2/Actors/Enemies/EnemyBase.h>
EnemyBase 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
- Robot (boss)
- class Bat
- Bat.
- class Bee
- Bee.
- class Caterpillar
- Caterpillar.
- class Crab
- Crab.
- class Demon
- Demon.
- class Doggy
- Doggy.
- class Dragon
- Dragon.
- class Dragonfly
- Dragonfly.
- class FatChick
- Fat chick.
- class Fencer
- Fencer.
- class Fish
- Fish.
- class Helmut
- Helmut.
- class LabRat
- Lab rat.
- class Lizard
- Lizard.
- class LizardFloat
- Floating lizard.
- class MadderHatter
- Madder hatter.
- class Monkey
- Monkey.
- class Rapier
- Rapier.
- class Raven
- Raven.
- class Skeleton
- Skeleton.
- class Sparks
- Sparks.
- class Sucker
- Sucker.
- class SuckerFloat
- Floating sucker.
- class Turtle
- Turtle.
- class TurtleShell
- Turtle shell.
- class TurtleTough
- Tough turtle.
- class TurtleTube
- Tube turtle.
- class Witch
- Witch.
- class Jazz2::Actors::Environment::RollingRock
- Rolling rock.
- class Jazz2::Actors::Solid::SpikeBall
- Spike ball.
Constructors, destructors, conversion operators
Public functions
-
auto OnHandleCollision(std::
shared_ptr<ActorBase> other) -> bool override - Called when the object collides with another object.
- auto CanCauseDamage(ActorBase* collider) -> bool override
- Called to check whether
collider
can cause damage to the 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 StartBlinking()
- void HandleBlinking(float timeMult)