r-type  0.0.0
R-Type main
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gme::CollisionSystem Member List

This is the complete list of members for gme::CollisionSystem, including all inherited members.

applyDamageToEnemy(std::uint32_t enemyId, float damage, std::uint32_t attackerPlayerId=0)gme::CollisionSystemprivate
applyDamageToPlayer(std::uint32_t playerId, float damage)gme::CollisionSystemprivate
checkCircleCollision(float x1, float y1, float r1, float x2, float y2, float r2, float *overlapDist=nullptr) constgme::CollisionSysteminlineprivate
checkCircularCollision(const ecs::Transform &transform1, const ecs::Hitbox &hitbox1, const ecs::Transform &transform2, const ecs::Hitbox &hitbox2)gme::CollisionSysteminlineprivatestatic
CollisionSystem(const std::shared_ptr< eng::IRenderer > &renderer, bool &showDebug)gme::CollisionSysteminlineexplicit
CollisionSystem(const CollisionSystem &)=deletegme::CollisionSystem
CollisionSystem(CollisionSystem &&)=deletegme::CollisionSystem
CollisionSystem(const std::shared_ptr< eng::IRenderer > &renderer, bool &showDebug)gme::CollisionSysteminlineexplicit
CollisionSystem(const CollisionSystem &)=deletegme::CollisionSystem
CollisionSystem(CollisionSystem &&)=deletegme::CollisionSystem
CollisionSystem(ecs::Registry &registry, EntityManager &entityManager)gme::CollisionSysteminlineexplicit
CollisionSystem(const CollisionSystem &)=deletegme::CollisionSystem
CollisionSystem(CollisionSystem &&)=deletegme::CollisionSystem
createExplosion(ecs::Registry &registry, float x, float y)gme::CollisionSysteminlineprivatestatic
ensureEnemyDeathChannel(ecs::Registry &registry, const std::size_t channelIndex)gme::CollisionSysteminlineprivate
ensurePlayerDeathAudio(ecs::Registry &registry)gme::CollisionSysteminlineprivate
getCollisionCount() constgme::CollisionSysteminline
getCollisionInfo(ecs::Entity entity, float &x, float &y, float &radius) constgme::CollisionSysteminlineprivate
handleEnemyProjectilePlayerCollision()gme::CollisionSystemprivate
handlePlayerEnemyCollision()gme::CollisionSystemprivate
handlePlayerPowerupCollision()gme::CollisionSystemprivate
handlePlayerProjectileEnemyCollision()gme::CollisionSystemprivate
isEnable() overridegme::CollisionSysteminlinevirtual
isEnable() overridegme::CollisionSysteminlinevirtual
m_collisionCountgme::CollisionSystemprivate
m_enemyDeathAudioEntitiesgme::CollisionSystemprivate
m_entityManagergme::CollisionSystemprivate
m_isEnableecs::ASystemprivate
m_nextEnemyDeathChannelgme::CollisionSystemprivate
m_playerDeathAudioEntitygme::CollisionSystemprivate
m_registrygme::CollisionSystemprivate
m_renderergme::CollisionSystemprivate
m_showDebuggme::CollisionSystemprivate
m_wasPlayerPresentgme::CollisionSystemprivate
operator=(const CollisionSystem &)=deletegme::CollisionSystem
operator=(const CollisionSystem &&)=deletegme::CollisionSystem
operator=(const CollisionSystem &)=deletegme::CollisionSystem
operator=(CollisionSystem &&)=deletegme::CollisionSystem
operator=(const CollisionSystem &)=deletegme::CollisionSystem
operator=(CollisionSystem &&)=deletegme::CollisionSystem
playEnemyDeathSound(ecs::Registry &registry)gme::CollisionSysteminlineprivate
playPlayerDeathSound(ecs::Registry &registry)gme::CollisionSysteminlineprivate
removeEnemy(ecs::Registry &registry, ecs::Entity entity)gme::CollisionSysteminlineprivatestatic
removeProjectile(ecs::Registry &registry, ecs::Entity entity)gme::CollisionSysteminlineprivatestatic
resetCollisionCount()gme::CollisionSysteminline
setEnable(bool enable) overridegme::CollisionSysteminlinevirtual
setEnable(const bool enable) overridegme::CollisionSysteminlinevirtual
update(ecs::Registry &registry, float dt) overridegme::CollisionSysteminlinevirtual
update(ecs::Registry &registry, float dt) overridegme::CollisionSysteminlinevirtual
update(ecs::Registry &registry, float deltaTime) overridegme::CollisionSystemvirtual
~CollisionSystem() override=defaultgme::CollisionSystem
~CollisionSystem() override=defaultgme::CollisionSystem
~CollisionSystem() override=defaultgme::CollisionSystem
~ISystem()=defaultecs::ISystemvirtual