Jazz2::Scripting::ScriptPlayerWrapper class

Public static functions

static void RegisterFactory(asIScriptEngine* engine)
static auto Factory(std::int32_t playerIndex) -> ScriptPlayerWrapper*

Constructors, destructors, conversion operators

ScriptPlayerWrapper(LevelScriptLoader* levelScripts, std::int32_t playerIndex)
ScriptPlayerWrapper(LevelScriptLoader* levelScripts, Actors::Player* player)
~ScriptPlayerWrapper()

Public functions

void AddRef()
void Release()
auto operator=(const ScriptPlayerWrapper& o) -> ScriptPlayerWrapper&

Protected functions

auto asIsInGame() const -> bool
auto asGetIndex() const -> std::int32_t
auto asGetPlayerType() const -> std::int32_t
auto asGetX() const -> float
auto asGetY() const -> float
auto asGetSpeedX() const -> float
auto asGetSpeedY() const -> float
auto asGetHealth() const -> std::int32_t
auto asGetLives() const -> std::int32_t
auto asGetFoodEaten() const -> std::int32_t
auto asGetScore() const -> std::int32_t
void asSetScore(std::int32_t value)
auto asGetLayer() const -> std::uint16_t
void asSetLayer(uint16_t value)
auto asGetWeaponAllowed() const -> bool
void asSetWeaponAllowed(bool value)
auto asGetWeaponAmmo(std::int32_t weaponType) const -> std::int32_t
void asSetWeaponAmmo(std::int32_t weaponType, std::int32_t value)
void asDecreaseHealth(std::int32_t amount)
void asMoveTo(float x, float y)
void asWarpTo(float x, float y)
void asMoveBy(float x, float y)
void asPlaySfx(const String& identifier, float gain, float pitch)
void asSetAnimationState(std::int32_t state)
void asMorphTo(std::int32_t playerType)
void asMorphRevert()