This is the complete list of members for EnemyObject, including all inherited members.
addComponent(std::string key, Component *component) | GameObject | inline |
Angry() | EnemyObject | |
beAttacked(Position hitDirection) | EnemyObject | |
checkCollisionWithPlayer() | EnemyObject | |
DetectPlayer(int playerX, int playerY) | EnemyObject | |
EnemyObject(int x, int y, int walkSpd, int runSpd, int dmg, Mix_Chunk *hitSound, Mix_Chunk *hurtSound) | EnemyObject | |
GameObject() | GameObject | inline |
getComponent(std::string key) | GameObject | inline |
GetDirection() | EnemyObject | |
getHP() | EnemyObject | inline |
getID() | GameObject | inline |
GetNewDest(bool chasingPlayer) | EnemyObject | |
getPosX() | EnemyObject | inline |
getPosY() | EnemyObject | inline |
id | GameObject | protected |
idCounter | GameObject | static |
init() | EnemyObject | |
isActive() | GameObject | inline |
m_components | GameObject | protected |
Move() | EnemyObject | |
objState | GameObject | protected |
ProcessCollision() | EnemyObject | |
processInput(SDL_Event e) override | EnemyObject | virtual |
removeComponent(std::string key) | GameObject | inline |
Render(SDL_Renderer *ren) override | EnemyObject | virtual |
resetPos() | EnemyObject | |
Rest() | EnemyObject | |
setActive(bool newState) | GameObject | inline |
setCollider(CollisionComponent *newCollider) | EnemyObject | inline |
setCurrPlayer(GameObject *newplr) | EnemyObject | |
setCurrTileMap(TileMap *newMap) | EnemyObject | |
setHP(int HP) | EnemyObject | inline |
setPosX(int x) | EnemyObject | inline |
setPosY(int y) | EnemyObject | inline |
StateMachine() | EnemyObject | |
Update(int x, int y, int *params) override | EnemyObject | virtual |
~EnemyObject() | EnemyObject | |
~GameObject() | GameObject | inline |