Classes | |
| class | AnimationSystem |
| class | BeamSystem |
| struct | CollisionPair |
| Data structure for storing collision information between two entities. More... | |
| class | CollisionSystem |
| Server-authoritative collision detection and response system. More... | |
| class | ConfigFlappy |
| ConfigFlappy scene. More... | |
| class | ConfigMulti |
| ConfigMulti scene. More... | |
| class | ConfigSolo |
| ConfigSolo scene. More... | |
| class | CreateRoomScene |
| Scene for creating and configuring new multiplayer lobbies. More... | |
| class | EnemyAISystem |
| Server-authoritative enemy AI system managing all enemy behaviors. More... | |
| struct | EnemySpawn |
| Definition of a single enemy spawn within a wave. More... | |
| class | EnemySpawnSystem |
| Server-side system that manages enemy wave spawning and level progression. More... | |
| class | EnemySystem |
| class | EntityManager |
| Central entity lifecycle manager for the R-Type game server. More... | |
| struct | EntityMetadata |
| Metadata structure for tracking entity lifecycle and properties. More... | |
| class | ExplosionSystem |
| class | FlappyBirdClientSolo |
| Class for the FlappyBirdClientSolo plugin. More... | |
| class | FlappyDebugSystem |
| Class for FlappyBird debug system that excludes pipes from circle hitbox display. More... | |
| class | Game |
| Game solo scene. More... | |
| class | GameMulti |
| Main multiplayer game scene handling networked gameplay. More... | |
| class | GameOverScene |
| Game over scene displayed when all players die. More... | |
| class | GameSolo |
| GameSolo scene. More... | |
| class | HealthBarSystem |
| ECS System that renders dynamic health bars above entities. More... | |
| class | HUDSystem |
| System responsible for rendering and updating the game's Heads-Up Display. More... | |
| interface | IGameClient |
| Interface for the games. More... | |
| interface | IGameServer |
| Interface for the games. More... | |
| struct | InterpolationData |
| Data structure for entity position interpolation. More... | |
| class | JoinRoomScene |
| Scene for browsing and joining available multiplayer lobbies. More... | |
| class | LoadingAnimationSystem |
| class | PlayerControllerMulti |
| Manages local player input and network communication for multiplayer. More... | |
| class | PlayerDirectionSystem |
| class | ProjectileManager |
| Handles projectile creation and management. More... | |
| class | ProjectileSystem |
| class | RTypeClientMulti |
| Main multiplayer game client plugin for R-Type. More... | |
| class | RTypeClientSolo |
| Class for the RTypeClientSolo plugin. More... | |
| class | RTypeServer |
| Main game server plugin for R-Type multiplayer gameplay. More... | |
| class | ScrollingSystem |
| class | ServerScene |
| Scene for configuring and establishing server connection. More... | |
| class | SpawnSystem |
| struct | SpawnWave |
| Configuration data for a single enemy spawn wave. More... | |
| class | StageManager |
| class | WaitingRoomScene |
| Pre-game lobby scene where players wait before match starts. More... | |
| struct | Wave |
| Complete wave configuration containing multiple enemy spawns. More... | |
| class | WaveManager |
| Manages wave-based enemy spawning with configurable patterns and timing. More... | |
| class | WeaponSystem |
| ECS system that manages weapon charging and visual effects in multiplayer. More... | |
Enumerations | |
| enum class | State : uint8_t { PLAYING = 0 , WIN = 1 , LOSE = 2 } |
| enum class | ServerEntityType : uint8_t { PLAYER = 0 , ENEMY_BASIC = 1 , ENEMY_ADVANCED = 2 , BOSS = 3 , PROJECTILE_PLAYER = 4 , PROJECTILE_ENEMY = 5 , POWERUP = 6 } |
| Enumeration of entity types managed by the server. More... | |
| enum class | LevelState : uint8_t { WAITING_FOR_PLAYERS = 0 , IN_PROGRESS = 1 , COMPLETED = 2 , LOOSE = 3 } |
| State enumeration for level progression. More... | |
| enum class | EnemyBehavior : uint8_t { STRAIGHT = 0 , SINE_WAVE = 1 , AGGRESSIVE = 2 , STATIONARY = 3 , ZIGZAG = 4 } |
| Enumeration of enemy movement and behavior patterns. More... | |
|
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Enumeration of enemy movement and behavior patterns.
Defines the various AI behavior patterns available for enemies. Each pattern provides different challenges and gameplay variety.
Definition at line 32 of file EnemyAISystem.hpp.
|
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State enumeration for level progression.
Tracks the current state of the game level for proper game flow management
| Enumerator | |
|---|---|
| WAITING_FOR_PLAYERS | Waiting for players to join before starting. |
| IN_PROGRESS | Game is actively running. |
| COMPLETED | Level successfully completed (all waves cleared) |
| LOOSE | Game over (all players dead) |
Definition at line 38 of file RTypeServer.hpp.
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Enumeration of entity types managed by the server.
Categorizes entities for proper handling, network synchronization, and behavior assignment. Each type has specific properties and behaviors.
Definition at line 34 of file EntityManager.hpp.
|
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| Enumerator | |
|---|---|
| PLAYING | |
| WIN | |
| LOSE | |
Definition at line 16 of file IGameServer.hpp.