R-Type
Public Member Functions | List of all members
RType::Client::RTypeClient Class Reference

#include <RTypeClient.hpp>

Public Member Functions

 RTypeClient (const std::string &address="127.0.0.1", unsigned short port=8080)
 
 ~RTypeClient ()
 
void startNetwork (bool &isRunning)
 Start the Network from the client in a thread. More...
 
void gameLoop ()
 Game Loop from the client. More...
 
void handleEvent ()
 Function that will handle every event from the UDP Client. More...
 
void handleTransformComponent (struct RType::Event event)
 
void handleTextureComponent (struct RType::Event event)
 
void handleCollisionComponent (struct RType::Event event)
 
void handleNewEntity (struct RType::Event event)
 Function that will handle when new entity needed to be create. More...
 
void handleEntity (struct RType::Event event)
 Function that will handle when entity needed to be update. More...
 
void handleDisconnexion (struct RType::Event event)
 Function that will handle when entity needed to be delete. More...
 
void deleteEntity (struct RType::Protocol::EntityIdData entityId)
 Function that delete a Entity. More...
 
void handlePlayerMovement ()
 Function that will handle when entity needed to be move. More...
 
void updatePlayerMovement (const GameEngine::TransformComponent &transform)
 Function that delete a Entity. More...
 
void setGameEngineComponent ()
 Set every component to the registry of the game engine. More...
 
void setGameEngineSystem ()
 Set every system to the registry of the game engine. More...
 
void setGameEngineCallback ()
 
void setGameEngine ()
 
void setGameEngineScene ()
 
void handleEndGame (struct RType::Event event)
 
void setEndGameState (struct RType::Protocol::EndGameData endGameData)
 
void setEndGameCallback ()
 
void setPrefab ()
 
void setupTextureEntity ()
 
void setDeleteEntityCallback ()
 
void setMovementEntityCallback ()
 
void setControllableCallback ()
 
void shootEvent (const GameEngine::TransformComponent &transform)
 
void handlePlayerShoot ()
 
void runUdpServer ()
 
void runTcpServer ()
 
void handleQuit ()
 
void handleTextureState (struct RType::Event event)
 
void setTextureState (struct RType::Protocol::StatePlayerData transformData)
 
void setTextureStateCallback ()
 
void setTextureInformation (struct RType::Protocol::TextureData textureData, GameEngine::Entity &entity)
 
void handleControllableComponent (struct RType::Event event)
 
void setControllable (struct RType::Protocol::ControllableData controllableData)
 
void getTransformInformation (struct RType::Protocol::TransformData transformData)
 
void setTransformCallback ()
 
void setCollisionInformation (struct RType::Protocol::CollisionData collisionData, GameEngine::Entity &entity)
 
void getCollisionInformation (struct RType::Protocol::CollisionData collisionData)
 
void setCollisionCallback ()
 
void getTextureInformation (struct RType::Protocol::TextureData textureData)
 
void setTextureCallback ()
 
void setupGame ()
 
void setupScoreText ()
 
void handleScore (struct RType::Event event)
 
void setScoreCallback ()
 
void setScore (struct RType::Protocol::ScoreData scoreData)
 
void playerCollisionCallback (const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)
 
void parallaxCollision (const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)
 
void setInputCallback ()
 
void handleInput (struct GameEngine::Input::InputInfo inputData)
 
void handleMoveInput (std::vector< std::byte > data, struct GameEngine::Input::InputInfo input)
 

Constructor & Destructor Documentation

◆ RTypeClient()

RType::Client::RTypeClient::RTypeClient ( const std::string &  address = "127.0.0.1",
unsigned short  port = 8080 
)

◆ ~RTypeClient()

RType::Client::RTypeClient::~RTypeClient ( )

Member Function Documentation

◆ deleteEntity()

void RType::Client::RTypeClient::deleteEntity ( struct RType::Protocol::EntityIdData  entityId)

Function that delete a Entity.

Parameters
entitydelete the corresponding entity

◆ gameLoop()

void RType::Client::RTypeClient::gameLoop ( )

Game Loop from the client.

◆ getCollisionInformation()

void RType::Client::RTypeClient::getCollisionInformation ( struct RType::Protocol::CollisionData  collisionData)

◆ getTextureInformation()

void RType::Client::RTypeClient::getTextureInformation ( struct RType::Protocol::TextureData  textureData)

◆ getTransformInformation()

void RType::Client::RTypeClient::getTransformInformation ( struct RType::Protocol::TransformData  transformData)

◆ handleCollisionComponent()

void RType::Client::RTypeClient::handleCollisionComponent ( struct RType::Event  event)

◆ handleControllableComponent()

void RType::Client::RTypeClient::handleControllableComponent ( struct RType::Event  event)

◆ handleDisconnexion()

void RType::Client::RTypeClient::handleDisconnexion ( struct RType::Event  event)

Function that will handle when entity needed to be delete.

Parameters
eventstruct that will contain the information about the entity

◆ handleEndGame()

void RType::Client::RTypeClient::handleEndGame ( struct RType::Event  event)

◆ handleEntity()

void RType::Client::RTypeClient::handleEntity ( struct RType::Event  event)

Function that will handle when entity needed to be update.

Parameters
eventstruct that will contain the information about the entity

◆ handleEvent()

void RType::Client::RTypeClient::handleEvent ( )

Function that will handle every event from the UDP Client.

◆ handleInput()

void RType::Client::RTypeClient::handleInput ( struct GameEngine::Input::InputInfo  inputData)

◆ handleMoveInput()

void RType::Client::RTypeClient::handleMoveInput ( std::vector< std::byte >  data,
struct GameEngine::Input::InputInfo  input 
)

◆ handleNewEntity()

void RType::Client::RTypeClient::handleNewEntity ( struct RType::Event  event)

Function that will handle when new entity needed to be create.

Parameters
eventstruct that will contain the information about the new entity

◆ handlePlayerMovement()

void RType::Client::RTypeClient::handlePlayerMovement ( )

Function that will handle when entity needed to be move.

Parameters
eventstruct that will contain the information about the entity

◆ handlePlayerShoot()

void RType::Client::RTypeClient::handlePlayerShoot ( )

◆ handleQuit()

void RType::Client::RTypeClient::handleQuit ( )

◆ handleScore()

void RType::Client::RTypeClient::handleScore ( struct RType::Event  event)

◆ handleTextureComponent()

void RType::Client::RTypeClient::handleTextureComponent ( struct RType::Event  event)

◆ handleTextureState()

void RType::Client::RTypeClient::handleTextureState ( struct RType::Event  event)

◆ handleTransformComponent()

void RType::Client::RTypeClient::handleTransformComponent ( struct RType::Event  event)

◆ parallaxCollision()

void RType::Client::RTypeClient::parallaxCollision ( const std::size_t &  entityId,
SparseArray< GameEngine::CollisionComponent > &  collisions,
SparseArray< GameEngine::TransformComponent > &  transforms 
)

◆ playerCollisionCallback()

void RType::Client::RTypeClient::playerCollisionCallback ( const std::size_t &  entityId,
SparseArray< GameEngine::CollisionComponent > &  collisions,
SparseArray< GameEngine::TransformComponent > &  transforms 
)

◆ runTcpServer()

void RType::Client::RTypeClient::runTcpServer ( )

◆ runUdpServer()

void RType::Client::RTypeClient::runUdpServer ( )

◆ setCollisionCallback()

void RType::Client::RTypeClient::setCollisionCallback ( )

◆ setCollisionInformation()

void RType::Client::RTypeClient::setCollisionInformation ( struct RType::Protocol::CollisionData  collisionData,
GameEngine::Entity entity 
)

◆ setControllable()

void RType::Client::RTypeClient::setControllable ( struct RType::Protocol::ControllableData  controllableData)

◆ setControllableCallback()

void RType::Client::RTypeClient::setControllableCallback ( )

◆ setDeleteEntityCallback()

void RType::Client::RTypeClient::setDeleteEntityCallback ( )

◆ setEndGameCallback()

void RType::Client::RTypeClient::setEndGameCallback ( )

◆ setEndGameState()

void RType::Client::RTypeClient::setEndGameState ( struct RType::Protocol::EndGameData  endGameData)

◆ setGameEngine()

void RType::Client::RTypeClient::setGameEngine ( )

◆ setGameEngineCallback()

void RType::Client::RTypeClient::setGameEngineCallback ( )

◆ setGameEngineComponent()

void RType::Client::RTypeClient::setGameEngineComponent ( )

Set every component to the registry of the game engine.

◆ setGameEngineScene()

void RType::Client::RTypeClient::setGameEngineScene ( )

◆ setGameEngineSystem()

void RType::Client::RTypeClient::setGameEngineSystem ( )

Set every system to the registry of the game engine.

◆ setInputCallback()

void RType::Client::RTypeClient::setInputCallback ( )

◆ setMovementEntityCallback()

void RType::Client::RTypeClient::setMovementEntityCallback ( )

◆ setPrefab()

void RType::Client::RTypeClient::setPrefab ( )

◆ setScore()

void RType::Client::RTypeClient::setScore ( struct RType::Protocol::ScoreData  scoreData)

◆ setScoreCallback()

void RType::Client::RTypeClient::setScoreCallback ( )

◆ setTextureCallback()

void RType::Client::RTypeClient::setTextureCallback ( )

◆ setTextureInformation()

void RType::Client::RTypeClient::setTextureInformation ( struct RType::Protocol::TextureData  textureData,
GameEngine::Entity entity 
)

◆ setTextureState()

void RType::Client::RTypeClient::setTextureState ( struct RType::Protocol::StatePlayerData  transformData)

◆ setTextureStateCallback()

void RType::Client::RTypeClient::setTextureStateCallback ( )

◆ setTransformCallback()

void RType::Client::RTypeClient::setTransformCallback ( )

◆ setupGame()

void RType::Client::RTypeClient::setupGame ( )

◆ setupScoreText()

void RType::Client::RTypeClient::setupScoreText ( )

◆ setupTextureEntity()

void RType::Client::RTypeClient::setupTextureEntity ( )

◆ shootEvent()

void RType::Client::RTypeClient::shootEvent ( const GameEngine::TransformComponent transform)

◆ startNetwork()

void RType::Client::RTypeClient::startNetwork ( bool &  isRunning)

Start the Network from the client in a thread.

Parameters
isRunningboolean to know if the server is down

◆ updatePlayerMovement()

void RType::Client::RTypeClient::updatePlayerMovement ( const GameEngine::TransformComponent transform)

Function that delete a Entity.

Parameters
entitydelete the corresponding entity

The documentation for this class was generated from the following files: