Public Types | Public Member Functions

gl7::ingame::Entity Class Reference

#include <Entity.h>

Inheritance diagram for gl7::ingame::Entity:
cyber::world::Object cyber::world::BodyObject cyber::world::Camera cyber::world::BoxBodyObject cyber::world::PolyBodyObject cyber::world::SphereBodyObject cyber::world::blocks::Block cyber::world::blocks::FixedBlock cyber::world::blocks::MovableBlock

List of all members.

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)

Detailed Description

Repräsentiert verwaltete Spielobjekte jeglicher Art und Form.


Member Enumeration Documentation

Enumerator:
awake 
sleeping 
dead 

Constructor & Destructor Documentation

gl7::ingame::Entity::Entity ( void   ) 

Default constructor. Creates a null-object.

gl7::ingame::Entity::~Entity ( void   )  [virtual]

Destructor.


Member Function Documentation

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.


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