Wraps a GGXXACPR_Entity struct pointer and provides conversions and generic entity-oriented interpretations of its data.
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#include <ggxxacpr.hpp>
Wraps a GGXXACPR_Entity struct pointer and provides conversions and generic entity-oriented interpretations of its data.
This wrapper only exposes data that has a known use and only provides setters for data that has a known effect when changed. For full, direct data access, call Entity::getRaw() and use the GGXXACPR_Entity interface.
◆ Entity()
◆ actId()
| auto ggxxacpr::Entity::actId |
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The current action id.
Many projectile entities share a common entity id and are only distinguished by animation id.
880{ return raw->actId; }
◆ actionState()
| ActionState ggxxacpr::Entity::actionState |
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871 {
872 return static_cast<ActionState>(raw->actionState);
873 }
◆ actTimer()
| auto ggxxacpr::Entity::actTimer |
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881{ return raw->actTimer; }
◆ angle()
| Angle ggxxacpr::Entity::angle |
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Angle of the entity's sprite.
934{ return { raw->angle }; }
◆ attackState()
| AttackState ggxxacpr::Entity::attackState |
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889 {
890 return static_cast<AttackState>(raw->attackState);
891 }
◆ corePos()
The position of the player's center point in model space.
Combines GGXXACPR_Entity::coreX and GGXXACPR_Entity::coreY.
897{ return {raw->coreX, raw->coreY}; }
◆ damage()
| uint8_t ggxxacpr::Entity::damage |
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The damage value of the current action.
945{ return raw->actHeader.damage; }
◆ drawPriority()
| int16_t ggxxacpr::Entity::drawPriority |
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Determines which sprites draw in which order.
Higher values draw first, lower values draw over higher values. Essentially a position on the z-axis / depth buffer.
941{ return raw->drawPriority; }
◆ getRaw()
Returns the underlying GGXXACPR_Entity struct pointer.
856 {
857 return raw;
858 }
◆ guardState()
| GuardState ggxxacpr::Entity::guardState |
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886 {
887 return static_cast<GuardState>(raw->guardState);
888 }
◆ hitstopTime()
| uint8_t ggxxacpr::Entity::hitstopTime |
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A counter for hitstop.
949{ return raw->hitstopTime; }
◆ id()
| EntityId ggxxacpr::Entity::id |
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860 {
861 return static_cast<EntityId>(raw->id);
862 }
◆ isFacingRight()
| bool ggxxacpr::Entity::isFacingRight |
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863 {
864 return static_cast<bool>(raw->bIsFacingRight);
865 }
◆ isLeftSide()
| bool ggxxacpr::Entity::isLeftSide |
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866 {
867 return static_cast<bool>(raw->bIsLeftSide);
868 }
◆ isValid()
| bool ggxxacpr::Entity::isValid |
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Checks if the underlying reference is valid.
850 {
851 return raw != nullptr && raw->id != 0;
852 }
◆ next()
| Entity ggxxacpr::Entity::next |
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870{ return raw->nextPtr; }
◆ playerIndex()
| auto ggxxacpr::Entity::playerIndex |
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the player index of the player that owns this entity.
885{ return raw->playerIndex; }
◆ position()
The position of the player.
Sometimes called the "origin point" or "pivot".
926{ return {raw->xPos, raw->yPos}; }
◆ prev()
| Entity ggxxacpr::Entity::prev |
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869{ return raw->prevPtr; }
◆ scale()
| Scale ggxxacpr::Entity::scale |
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The scaling factor that should be applied to this player's colliders.
An interpretation of GGXXACPR_Entity::scale and GGXXACPR_Entity::scaleY.
904{ return { raw->scale, raw->scaleY }; }
◆ velocity()
Player velocity given in world coordinates per frame.
930{ return {raw->xVelocity, raw->yVelocity}; }
The documentation for this class was generated from the following file: