PERRY v1.0.0
P-E-R-R-Y/PERRY helps creating games with a bunch of tools.
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User

Classes

struct  Position
 
struct  Velocity
 
struct  config
 register every components by extraction from a tuple More...
 
class  user::MovementSystem
 
class  user::Math
 
class  user::DisplaySystem
 
class  Game
 Create a Game from CustomisableEngine<GraphicSharedLoader, Registry> More...
 

Typedefs

using config::components = std::tuple<Position, Velocity>
 

Functions

std::ostream & operator<< (std::ostream &os, Position const &c)
 
std::ostream & operator<< (std::ostream &os, Velocity const &c)
 
 user::MovementSystem::MovementSystem (std::string name)
 
void user::MovementSystem::lambda (ecs::Registry &r) override
 
int user::Math::sqrt (int a)
 
 user::DisplaySystem::DisplaySystem (Math &math)
 
void user::DisplaySystem::lambda (ecs::Registry &r) override
 
 Game::Game (std::string graphic)
 Construct a new Game object.
 
int Game::start () override
 start the game
 
void Game::initHandler () override
 init the game using inherited methods
 
void Game::eventHandler () override
 handle event the game using inherited methods
 
void Game::updateHandler () override
 update event the game using inherited methods
 
void Game::displayHandler () override
 render the game using inherited methods
 
void Game::destroyHandler () override
 free game's data using inherited methods
 
std::map< std::string, std::vector< std::string > > sortSharedLibrary (std::vector< std::string > files)
 sort shared library
 
int main ()
 

Variables

float Position::x
 
float Position::y
 
float Velocity::x
 
float Velocity::y
 
std::string user::MovementSystem::_name
 
Mathuser::DisplaySystem::_math
 
const std::string user::DisplaySystem::RED = "\033[31m"
 
const std::string user::DisplaySystem::RESET = "\033[0m"
 
graphic::IWindowGame::window
 
graphic::IEventGame::event
 
graphic::IPolygonGame::poly_star
 
graphic::IPolygonGame::poly_heart
 
graphic::ISpriteGame::sprite
 
graphic::ICameraGame::camera
 
graphic::IModelGame::model
 
graphic::IKeyboardGame::keyboard
 
graphic::IMouseGame::mouse
 

Detailed Description

Function Documentation

◆ destroyHandler()

void Game::destroyHandler ( )
inlineoverrideprotectedvirtual

free game's data using inherited methods

Implements Engine.

◆ displayHandler()

void Game::displayHandler ( )
inlineoverrideprotectedvirtual

render the game using inherited methods

Implements Engine.

◆ eventHandler()

void Game::eventHandler ( )
inlineoverrideprotectedvirtual

handle event the game using inherited methods

Implements Engine.

◆ Game()

Game::Game ( std::string graphic)
inline

Construct a new Game object.

Parameters
graphic

◆ initHandler()

void Game::initHandler ( )
inlineoverrideprotectedvirtual

init the game using inherited methods

Implements Engine.

◆ lambda() [1/2]

void user::DisplaySystem::lambda ( ecs::Registry & r)
inlineoverridevirtual

Implements ecs::System.

◆ lambda() [2/2]

void user::MovementSystem::lambda ( ecs::Registry & r)
inlineoverridevirtual

Implements ecs::System.

◆ sortSharedLibrary()

std::map< std::string, std::vector< std::string > > sortSharedLibrary ( std::vector< std::string > files)

sort shared library

Parameters
files
Returns
std::map<std::string, std::vector<std::string>>

◆ start()

int Game::start ( )
inlineoverridevirtual

start the game

Returns
int

Implements ICore.

◆ updateHandler()

void Game::updateHandler ( )
inlineoverrideprotectedvirtual

update event the game using inherited methods

Implements Engine.