#include <ProjectileComponent.hpp>
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std::vector< ComponentTag > | tags |
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std::vector< std::string > | previousBroadcasts |
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std::vector< std::string > | pendingBroadcasts |
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A Component implementation to treat a GameObject as a projectile.
◆ ProjectileComponent()
Construct a new Projectile Component object.
- Parameters
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◆ ~ProjectileComponent()
| ProjectileComponent::~ProjectileComponent |
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◆ Render()
| void ProjectileComponent::Render |
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SDL_Renderer * |
ren | ) |
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overridevirtual |
Renders the component (if it has anything to render)
- Parameters
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| ren | the SDL renderer to be displayed upon |
- See also
- IGraphicsEngineRenderer
Reimplemented from Component.
◆ Update()
| void ProjectileComponent::Update |
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SDL_Event |
e, |
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int |
frame, |
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std::vector< std::string > |
broadcastList |
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) |
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overridevirtual |
Updates the state of the component object. Called by the Engine every tick
- Parameters
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| e | any inputs given by the user |
| frame | what frame is the game currently displaying |
| broadcastList | a list to be used to send messages between components |
- See also
- ParseAndUpdateBroadcast()
Reimplemented from Component.
◆ homing
| bool ProjectileComponent::homing |
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private |
The documentation for this class was generated from the following files: