Actors namespace
Implementation of all objects.
Namespaces
- namespace Collectibles
- Collectibles.
- namespace Enemies
- Enemies.
- namespace Bosses
- Enemy bosses.
- namespace Environment
- Environmental objects.
- namespace Lighting
- Lighting effects.
- namespace Multiplayer
- Multiplayer-related objects, compiled only if
WITH_MULTIPLAYER. - namespace Solid
- Solid objects.
- namespace Weapons
- Weapons.
Classes
- struct ActorActivationDetails
- Description how to initialize an actor.
- class ActorBase
- Base class of an object.
- class Explosion
- Explosion effects.
- class Player
- Represents a controllable player.
- class PlayerCorpse
- Represents a dead coprse of a player.
- class SolidObjectBase
- Base class of a (pushable) solid object.
Enums
- enum class ActorState { None = 0x00, IsCreatedFromEventMap = 0x01, IsFromGenerator = 0x02, Illuminated = 0x04, Async = 0x08, InstantiationFlags = IsCreatedFromEventMap | IsFromGenerator | Illuminated | Async, Initialized = 0x0100, IsInvulnerable = 0x0200, CanJump = 0x0400, CanBeFrozen = 0x0800, IsFacingLeft = 0x1000, PreserveOnRollback = 0x4000, CollideWithTileset = 0x10000, CollideWithOtherActors = 0x20000, CollideWithSolidObjects = 0x40000, ForceDisableCollisions = 0x80000, IsDirty = 0x100000, IsDestroyed = 0x200000, ApplyGravitation = 0x400000, IsSolidObject = 0x800000, SkipPerPixelCollisions = 0x1000000, CollideWithTilesetReduced = 0x2000000, CollideWithSolidObjectsBelow = 0x4000000, ExcludeSimilar = 0x8000000 }
- Flags that modify behaviour of ActorBase, supports a bitwise combination of its member values.
- enum class MoveType { Absolute = 0x00, Relative = 0x01, Force = 0x02 }
- Move type, supports a bitwise combination of its member values.
- enum class ActorRendererType { Default, Outline, WhiteMask, PartialWhiteMask, FrozenMask }
- Actor renderer type.
- enum class ParticleDebrisEffect { Unknown, Standard, StandardInWater, Dissolve, Frozen, Fire, Lightning }
- Effect type of ActorBase::
CreateParticleDebrisOnPerish().
Enum documentation
enum class Jazz2:: Actors:: ActorState
#include <Jazz2/Actors/ActorBase.h>
Flags that modify behaviour of ActorBase, supports a bitwise combination of its member values.
| Enumerators | |
|---|---|
| None |
|
| IsCreatedFromEventMap |
Actor is created from event map, this flag is used automatically by event system. |
| IsFromGenerator |
Actor is created by generator, this flag is used automatically by event system. |
| Illuminated |
Actor should be illuminated. |
| Async |
Actor should be created asynchronously, not to block main thread. |
| InstantiationFlags |
Mask of all instantiation flags that can be used in ActorActivationDetails. |
| Initialized |
This flag is set automatically after call to ActorBase:: |
| IsInvulnerable |
Actor is invulnerable. |
| CanJump |
Actor is standing on the ground and can jump. |
| CanBeFrozen |
Actor can be frozen. |
| IsFacingLeft |
Actor is facing left. |
| PreserveOnRollback |
Actor should be preserved when state is rolled back to checkpoint. |
| CollideWithTileset |
Collide with tiles. |
| CollideWithOtherActors |
Collide with other non-solid actors, ActorBase:: |
| CollideWithSolidObjects |
Collide with solid objects. |
| ForceDisableCollisions |
Don't add object to collision tree at all (cannot be changed during object lifetime). |
| IsDirty |
Check collisions at the end of current frame, should be used if position or size changed. |
| IsDestroyed |
Remove object at the end of current frame. |
| ApplyGravitation |
Apply gravitation. |
| IsSolidObject |
Marks object as solid, so other objects with CollideWithSolidObjects will collide with it. |
| SkipPerPixelCollisions |
Check collisions only with hitbox. |
| CollideWithTilesetReduced |
Don't use full hitbox for collisions with tiles, also exclude upper part of hitbox when falling down. |
| CollideWithSolidObjectsBelow |
Collide with other solid object only if it's above center of the other hitbox. |
| ExcludeSimilar |
Ignore solid collisions agains similar objects that have this flag. |
enum class Jazz2:: Actors:: MoveType
#include <Jazz2/Actors/ActorBase.h>
Move type, supports a bitwise combination of its member values.
| Enumerators | |
|---|---|
| Absolute |
Move to absolute position |
| Relative |
Move to relative position |
| Force |
Ignore all collision checks |
enum class Jazz2:: Actors:: ActorRendererType
#include <Jazz2/Actors/ActorBase.h>
Actor renderer type.
| Enumerators | |
|---|---|
| Default |
Default rendering |
| Outline |
Draw outline around the sprite |
| WhiteMask |
Draw all non-transparent pixels as white |
| PartialWhiteMask |
Draw all non-transparent pixels as boosted shades of gray |
| FrozenMask |
Apply frozen effect to the sprite |
enum class Jazz2:: Actors:: ParticleDebrisEffect
#include <Jazz2/Actors/ActorBase.h>
Effect type of ActorBase::
| Enumerators | |
|---|---|
| Unknown |
Unspecified |
| Standard |
Standard |
| StandardInWater |
Standard (in water) |
| Dissolve |
Dissolve (for ghosts) |
| Frozen |
Frozen (for breaking the ice) |
| Fire |
Fire (for toasting) |
| Lightning |
Lightning (for electrocuting) |