class
jjOBJ
Public static functions
-
static auto jjAddObject(std::
uint8_t eventID, float xPixel, float yPixel, std:: uint16_t creatorID, std:: uint32_t creatorType, std:: uint32_t behavior) -> std:: int32_t -
static auto jjAddObjectEx(std::
uint8_t eventID, float xPixel, float yPixel, std:: uint16_t creatorID, std:: uint32_t creatorType, jjVOIDFUNCOBJ behavior) -> std:: int32_t -
static void jjDeleteObject(std::
int32_t objectID) -
static void jjKillObject(std::
int32_t objectID)
Constructors, destructors, conversion operators
Public functions
- void AddRef()
- void Release()
- auto get_isActive() const -> bool
-
auto get_lightType() const -> std::
uint32_t -
auto set_lightType(std::
uint32_t value) const -> std:: uint32_t -
auto objectHit(jjOBJ* target,
std::
uint32_t playerHandling) -> jjOBJ* -
void blast(std::
int32_t maxDistance, bool blastObjects) -
void behave1(std::
uint32_t behavior, bool draw) - void behave2(jjBEHAVIOR behavior, bool draw)
- void behave3(jjVOIDFUNCOBJ behavior, bool draw)
-
auto determineCurFrame(bool change) -> std::
uint32_t -
auto get_creatorID() const -> std::
uint16_t -
auto set_creatorID(std::
uint16_t value) const -> std:: uint16_t -
auto get_creatorType() const -> std::
uint32_t -
auto set_creatorType(std::
uint32_t value) const -> std:: uint32_t -
auto determineCurAnim(std::
uint8_t setID, std:: uint8_t animation, bool change) -> int16_t -
auto get_bulletHandling() -> std::
uint32_t -
auto set_bulletHandling(std::
uint32_t value) -> std:: uint32_t - auto get_ricochet() -> bool
- auto set_ricochet(bool value) -> bool
- auto get_freezable() -> bool
- auto set_freezable(bool value) -> bool
- auto get_blastable() -> bool
- auto set_blastable(bool value) -> bool
-
auto get_playerHandling() -> std::
uint32_t -
auto set_playerHandling(std::
uint32_t value) -> std:: uint32_t - auto get_isTarget() -> bool
- auto set_isTarget(bool value) -> bool
- auto get_triggersTNT() -> bool
- auto set_triggersTNT(bool value) -> bool
- auto get_deactivates() -> bool
- auto set_deactivates(bool value) -> bool
- auto get_scriptedCollisions() -> bool
- auto set_scriptedCollisions(bool value) -> bool
-
auto get_var(std::
uint8_t x) -> std:: int32_t -
auto set_var(std::
uint8_t x, std:: int32_t value) -> std:: int32_t -
auto draw() -> std::
int32_t -
auto beSolid(bool shouldCheckForStompingLocalPlayers) -> std::
int32_t -
void bePlatform(float xOld,
float yOld,
std::
int32_t width, std:: int32_t height) - void clearPlatform()
- void putOnGround(bool precise)
- auto ricochet() -> bool
-
auto unfreeze(std::
int32_t style) -> std:: int32_t - void deleteObject()
- void deactivate()
- void pathMovement()
-
auto fireBullet(std::
uint8_t eventID) -> std:: int32_t -
void particlePixelExplosion(std::
int32_t style) -
void grantPickup(jjPLAYER* player,
std::
int32_t frequency) -
auto findNearestPlayer(std::
int32_t maxDistance) const -> std:: int32_t -
auto findNearestPlayerEx(std::
int32_t maxDistance, std:: int32_t& foundDistance) const -> std:: int32_t - auto doesCollide(const jjOBJ* object, bool always) const -> bool
- auto doesCollidePlayer(const jjPLAYER* object, bool always) const -> bool
Public variables
- jjBEHAVIOR behavior
- float xOrg
- float yOrg
- float xPos
- float yPos
- float xSpeed
- float ySpeed
- float xAcc
- float yAcc
-
std::
int32_t counter -
std::
uint32_t curFrame -
std::
int32_t age -
std::
int32_t creator - int16_t curAnim
-
std::
uint16_t killAnim -
std::
uint8_t freeze -
std::
uint8_t lightType -
std::
int8_t frameID -
std::
int8_t noHit -
std::
int8_t energy -
std::
int8_t light -
std::
uint8_t objType -
std::
int8_t state -
std::
uint16_t points -
std::
uint8_t eventID -
std::
int8_t direction -
std::
uint8_t justHit -
std::
int8_t oldState -
std::
int32_t animSpeed -
std::
int32_t special -
std::
uint8_t doesHurt -
std::
uint8_t counterEnd -
std::
int16_t objectID