R-Type
RType::Server::RTypeServer Member List

This is the complete list of members for RType::Server::RTypeServer, including all inherited members.

broadcastCollisionComponent()RType::Server::RTypeServer
broadcastEntityInformation(const GameEngine::Entity &entity)RType::Server::RTypeServer
broadcastInformation()RType::Server::RTypeServer
broadcastTextureComponent()RType::Server::RTypeServer
broadcastTransformComponent()RType::Server::RTypeServer
checkCollisionComponent(GameEngine::CollisionComponent &collision, std::size_t i)RType::Server::RTypeServer
checkSendingTexture(std::vector< bool > listDisplayTexture, const GameEngine::Entity &entity, asio::ip::udp::endpoint &endpoint)RType::Server::RTypeServer
destroyEntityCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)RType::Server::RTypeServer
findEntity(const std::size_t &networkId)RType::Server::RTypeServer
gameLoop()RType::Server::RTypeServer
handleCollisionResponse(struct RType::Event event)RType::Server::RTypeServer
handleConnexion(struct RType::Event event)RType::Server::RTypeServer
handleDestroy(struct RType::Event event)RType::Server::RTypeServer
handleDestroyCallback(std::size_t &id)RType::Server::RTypeServer
handleEvent()RType::Server::RTypeServer
handleImmunity(std::chrono::steady_clock::time_point &now)RType::Server::RTypeServer
handleInput(struct RType::Event event)RType::Server::RTypeServer
handleMove(struct RType::Protocol::MoveData moveInfo)RType::Server::RTypeServer
handleShoot(struct RType::Protocol::ShootData shootInfo)RType::Server::RTypeServer
handleShootType(const std::string &typeShootString, struct RType::Protocol::ShootData shootData, RType::TextureType typeShoot)RType::Server::RTypeServer
handleTextureResponse(struct RType::Event event)RType::Server::RTypeServer
handlingDamage(std::size_t entityId, std::size_t i, SparseArray< GameEngine::CollisionComponent > &collisions)RType::Server::RTypeServer
handlingEndGame()RType::Server::RTypeServer
handlingLifePoint(std::size_t entityId, std::size_t id)RType::Server::RTypeServer
handlingMovement(GameEngine::TransformComponent &transform, struct RType::Protocol::InputData inputInfo)RType::Server::RTypeServer
handlingTimers()RType::Server::RTypeServer
playerCollisionCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)RType::Server::RTypeServer
playerDamageCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)RType::Server::RTypeServer
RTypeServer(unsigned short port=8080)RType::Server::RTypeServer
saveHighScore()RType::Server::RTypeServer
searchEntity(const std::size_t &networkId)RType::Server::RTypeServer
sendCollisionComponent(uint16_t id, GameEngine::Rectf collider, std::size_t layer, asio::ip::udp::endpoint &endpoint)RType::Server::RTypeServer
sendControllableInformation(GameEngine::Entity &entity, unsigned short port)RType::Server::RTypeServer
sendDestroyInfo(struct RType::Protocol::EntityIdData entity)RType::Server::RTypeServer
sendScore(unsigned short port)RType::Server::RTypeServer
sendTextureComponent(uint16_t id, std::size_t index, GameEngine::TextureComponent &texture, asio::ip::udp::endpoint &endpoint)RType::Server::RTypeServer
sendTransformComponent(uint16_t id, GameEngine::Vector2< float > position, GameEngine::Vector2< float > velocity, asio::ip::udp::endpoint &endpoint)RType::Server::RTypeServer
setDestroyCallback()RType::Server::RTypeServer
setEntitiesComponent()RType::Server::RTypeServer
setGameEngine()RType::Server::RTypeServer
setGameEngineCallback()RType::Server::RTypeServer
setGameEngineComponent()RType::Server::RTypeServer
setGameEngineSystem()RType::Server::RTypeServer
setImmunity(std::chrono::duration< float > timerInvincibility, std::pair< const uint16_t, std::pair< bool, std::chrono::steady_clock::time_point >> playerTimer, std::chrono::steady_clock::time_point &now)RType::Server::RTypeServer
setPrefab()RType::Server::RTypeServer
setTimers()RType::Server::RTypeServer
setupGame()RType::Server::RTypeServer
spawnEntityMob(const std::string &mob, RType::TextureType mobType)RType::Server::RTypeServer
spawnMob(std::chrono::steady_clock::time_point &now)RType::Server::RTypeServer
startNetwork(bool &isRunning)RType::Server::RTypeServer
updateComponentInformation(GameEngine::Entity &entity, RType::TextureType entityType)RType::Server::RTypeServer
~RTypeServer()RType::Server::RTypeServer