Building Game Engines
EnemyObject Member List

This is the complete list of members for EnemyObject, including all inherited members.

addComponent(std::string key, Component *component)GameObjectinline
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()GameObjectinline
getComponent(std::string key)GameObjectinline
GetDirection()EnemyObject
getHP()EnemyObjectinline
getID()GameObjectinline
GetNewDest(bool chasingPlayer)EnemyObject
getPosX()EnemyObjectinline
getPosY()EnemyObjectinline
idGameObjectprotected
idCounterGameObjectstatic
init()EnemyObject
isActive()GameObjectinline
m_componentsGameObjectprotected
Move()EnemyObject
objStateGameObjectprotected
ProcessCollision()EnemyObject
processInput(SDL_Event e) overrideEnemyObjectvirtual
removeComponent(std::string key)GameObjectinline
Render(SDL_Renderer *ren) overrideEnemyObjectvirtual
resetPos()EnemyObject
Rest()EnemyObject
setActive(bool newState)GameObjectinline
setCollider(CollisionComponent *newCollider)EnemyObjectinline
setCurrPlayer(GameObject *newplr)EnemyObject
setCurrTileMap(TileMap *newMap)EnemyObject
setHP(int HP)EnemyObjectinline
setPosX(int x)EnemyObjectinline
setPosY(int y)EnemyObjectinline
StateMachine()EnemyObject
Update(int x, int y, int *params) overrideEnemyObjectvirtual
~EnemyObject()EnemyObject
~GameObject()GameObjectinline