#include <Entity.h>
Public Types | |
| enum | State { awake = 0, sleeping = 1, dead = 2 } |
Public Member Functions | |
| Entity (void) | |
| virtual | ~Entity (void) |
| State | GetState () const |
| void | SetState (State state) |
| bool | IsAwake () const |
| void | WakeUp () |
| bool | IsAsleep () const |
| void | FallAsleep () |
| bool | IsDead () const |
| void | BiteTheDust () |
| virtual void | SendMessage (int msg, const void *data=NULL) |
| virtual void | UpdateState (const void *data=NULL) |
Repräsentiert verwaltete Spielobjekte jeglicher Art und Form.
| gl7::ingame::Entity::Entity | ( | void | ) |
Default constructor. Creates a null-object.
| gl7::ingame::Entity::~Entity | ( | void | ) | [virtual] |
Destructor.
| void gl7::ingame::Entity::BiteTheDust | ( | ) | [inline] |
Lets this entity bite the dust.
| void gl7::ingame::Entity::FallAsleep | ( | ) | [inline] |
Lets this entity fall asleep.
| State gl7::ingame::Entity::GetState | ( | ) | const [inline] |
Returns the state specifying whether this entity is sleeping or awake (or even dead).
| bool gl7::ingame::Entity::IsAsleep | ( | ) | const [inline] |
Returns true if this entity is asleep.
| bool gl7::ingame::Entity::IsAwake | ( | ) | const [inline] |
Returns true if this entity is awake.
| bool gl7::ingame::Entity::IsDead | ( | ) | const [inline] |
Returns true if this entity is dead.
| void gl7::ingame::Entity::SendMessage | ( | int | msg, | |
| const void * | data = NULL | |||
| ) | [virtual] |
Sends a message to this entity.
| void gl7::ingame::Entity::SetState | ( | State | state | ) | [inline] |
Sets the state specifying whether this entity is sleeping or awake (or even dead).
| void gl7::ingame::Entity::UpdateState | ( | const void * | data = NULL |
) | [virtual] |
Updates the state of this entity (once per frame).
Updates the state this entity (once per frame).
| void gl7::ingame::Entity::WakeUp | ( | ) | [inline] |
Lets this entity wake up.
1.7.1