r-type  0.0.0
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gme Namespace Reference

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...
 

Detailed Description

Author
R-Type Team
Date
2025
Author
R-Type Team
Date
2025 /parameter>

Enumeration Type Documentation

◆ EnemyBehavior

enum class gme::EnemyBehavior : uint8_t
strong

Enumeration of enemy movement and behavior patterns.

Defines the various AI behavior patterns available for enemies. Each pattern provides different challenges and gameplay variety.

Enumerator
STRAIGHT 

Move straight left at constant speed (basic behavior)

SINE_WAVE 

Sine wave vertical oscillation pattern (intermediate)

AGGRESSIVE 

Actively pursue nearest player (advanced behavior)

STATIONARY 

Stay in place and shoot at players (turret-like)

ZIGZAG 

Zigzag diagonal movement pattern (erratic)

Definition at line 32 of file EnemyAISystem.hpp.

◆ LevelState

enum class gme::LevelState : uint8_t
strong

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.

◆ ServerEntityType

enum class gme::ServerEntityType : uint8_t
strong

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.

Enumerator
PLAYER 

Player-controlled entity.

ENEMY_BASIC 

Basic enemy type (simple behavior)

ENEMY_ADVANCED 

Advanced enemy type (complex behavior)

BOSS 

Boss enemy (high health, special patterns)

PROJECTILE_PLAYER 

Player-fired projectile.

PROJECTILE_ENEMY 

Enemy-fired projectile.

POWERUP 

Collectible powerup item.

Definition at line 34 of file EntityManager.hpp.

◆ State

enum class gme::State : uint8_t
strong
Enumerator
PLAYING 
WIN 
LOSE 

Definition at line 16 of file IGameServer.hpp.