8 #ifndef RTYPECLIENT_HPP_
9 #define RTYPECLIENT_HPP_
24 RTypeClient(
const std::string &address =
"127.0.0.1",
unsigned short port = 8080);
125 std::size_t findEntity(
const std::size_t &networkId);
126 bool searchEntity(
const std::size_t &networkId);
129 asio::io_context _IOContext;
130 asio::ip::udp::endpoint _serverUdpEndpoint;
131 asio::ip::tcp::endpoint _serverTcpEndpoint;
133 asio::signal_set _signal;
135 std::size_t _scoreTextEntity;
143 std::vector<GameEngine::Entity> _entities;
146 std::map<uint8_t, std::string> _listTextureTypePrefab;
147 std::map<uint8_t, std::string> _listPathTextureId;
Entity class for the game engine.
Definition: Entity.hpp:18
Game engine class, will manage all the necessary classes for the game.
Definition: GameEngine.hpp:40
Definition: RTypeClient.hpp:22
void setScore(struct RType::Protocol::ScoreData scoreData)
Definition: ScoreEvent.cpp:15
void handleScore(struct RType::Event event)
Definition: HandleEvent.cpp:71
void updatePlayerMovement(const GameEngine::TransformComponent &transform)
Function that delete a Entity.
void setControllable(struct RType::Protocol::ControllableData controllableData)
Definition: ControllableEvent.cpp:14
void handleControllableComponent(struct RType::Event event)
Definition: HandleEvent.cpp:51
void handleCollisionComponent(struct RType::Event event)
Definition: HandleEvent.cpp:41
~RTypeClient()
Definition: RTypeClient.cpp:62
void setTextureCallback()
Definition: TextureEvent.cpp:76
void handleNewEntity(struct RType::Event event)
Function that will handle when new entity needed to be create.
void getCollisionInformation(struct RType::Protocol::CollisionData collisionData)
Definition: CollisionEvent.cpp:32
void setMovementEntityCallback()
void setGameEngineSystem()
Set every system to the registry of the game engine.
Definition: SetGameEngine.cpp:70
void handleQuit()
Definition: RTypeClient.cpp:70
void handleTextureComponent(struct RType::Event event)
Definition: HandleEvent.cpp:31
void getTransformInformation(struct RType::Protocol::TransformData transformData)
Definition: TransformEvent.cpp:13
void setGameEngineScene()
Definition: SetGameEngine.cpp:119
void setGameEngineCallback()
Definition: SetGameEngine.cpp:57
void setCollisionCallback()
Definition: CollisionEvent.cpp:56
void getTextureInformation(struct RType::Protocol::TextureData textureData)
Definition: TextureEvent.cpp:44
void handlePlayerMovement()
Function that will handle when entity needed to be move.
void setEndGameCallback()
Definition: EndGameEvent.cpp:20
RTypeClient(const std::string &address="127.0.0.1", unsigned short port=8080)
Definition: RTypeClient.cpp:27
void handleDisconnexion(struct RType::Event event)
Function that will handle when entity needed to be delete.
Definition: HandleEvent.cpp:12
void handleEndGame(struct RType::Event event)
Definition: HandleEvent.cpp:80
void deleteEntity(struct RType::Protocol::EntityIdData entityId)
Function that delete a Entity.
Definition: DeleteEntityEvent.cpp:12
void setInputCallback()
Definition: InputEvent.cpp:30
void playerCollisionCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)
Definition: Callback.cpp:12
void setCollisionInformation(struct RType::Protocol::CollisionData collisionData, GameEngine::Entity &entity)
Definition: CollisionEvent.cpp:13
void setTextureInformation(struct RType::Protocol::TextureData textureData, GameEngine::Entity &entity)
Definition: TextureEvent.cpp:14
void parallaxCollision(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)
Definition: Callback.cpp:34
void setDeleteEntityCallback()
Definition: DeleteEntityEvent.cpp:23
void setupTextureEntity()
Definition: SetupGame.cpp:32
void setControllableCallback()
Definition: ControllableEvent.cpp:31
void setupGame()
Definition: SetupGame.cpp:46
void setTextureStateCallback()
Definition: StateTextureEvent.cpp:28
void handleMoveInput(std::vector< std::byte > data, struct GameEngine::Input::InputInfo input)
void runUdpServer()
Definition: RTypeClient.cpp:83
void handleEvent()
Function that will handle every event from the UDP Client.
Definition: HandleEvent.cpp:90
void shootEvent(const GameEngine::TransformComponent &transform)
void setTextureState(struct RType::Protocol::StatePlayerData transformData)
Definition: StateTextureEvent.cpp:12
void setGameEngine()
Definition: SetGameEngine.cpp:124
void handleTransformComponent(struct RType::Event event)
Definition: HandleEvent.cpp:21
void handleInput(struct GameEngine::Input::InputInfo inputData)
Definition: InputEvent.cpp:14
void gameLoop()
Game Loop from the client.
Definition: RTypeClient.cpp:93
void setEndGameState(struct RType::Protocol::EndGameData endGameData)
Definition: EndGameEvent.cpp:12
void setScoreCallback()
Definition: ScoreEvent.cpp:24
void handleEntity(struct RType::Event event)
Function that will handle when entity needed to be update.
void startNetwork(bool &isRunning)
Start the Network from the client in a thread.
Definition: RTypeClient.cpp:64
void handleTextureState(struct RType::Event event)
Definition: HandleEvent.cpp:61
void setPrefab()
Definition: SetGameEngine.cpp:48
void setupScoreText()
Definition: SetupGame.cpp:14
void setGameEngineComponent()
Set every component to the registry of the game engine.
Definition: SetGameEngine.cpp:33
void setTransformCallback()
Definition: TransformEvent.cpp:42
Definition: UdpClient.hpp:21
Definition: RTypeClient.hpp:20
GameState
Definition: RType.hpp:24
Definition: Protocol.hpp:95
Definition: Protocol.hpp:58
Definition: Protocol.hpp:35
Definition: Protocol.hpp:63
Definition: Protocol.hpp:47
Definition: Protocol.hpp:52
Definition: Protocol.hpp:106