Struct Entity2D

ClassList > Entity2D

Public Attributes

Type Name
bool bKeepInDynamicList
keep in the dynamic list of brute force culled entities
bool bKeepInQuadtree
bool bSerializeInNetworkUpdate
do we serialize when the next network update is sent
bool bSerializeToDisk
do we serialize when the level is serialized?
bool bSerializeToNetwork
do we serialize when the initial level data is sent to clients
struct Component2D components
Entity2DDrawFn draw
Entity2DGetBoundingBoxFn getBB
Entity2DGetPreDrawSortValueFn getSortPos
HGeneric hData
HDynamicEntityListItem hDynamicListRef
reference to the entity in the dynamic entities list needed to remove it
HEntity2DQuadtreeEntityRef hQuadTreeRef
reference to the entity in the quad tree needed to remove it
HandleEntityMessagefn handleEntityMsg
int inDrawLayer
Which object layer of the scene is it in? Effects the order they are drawn in.
Entity2DOnInitFn init
Entity2DInputFn input
int networkID
HEntity2D nextSibling
int numComponents
Entity2DOnDestroyFn onDestroy
void * pData
data
Entity2DUpdatePostPhysicsFn postPhys
HEntity2D previousSibling
PrintEntityInfoExtenderFn printEntityInfo
HEntity2D thisEntity
just for convenience - this entities handle
struct Transform2D transform
EntityType type
Entity2DUpdateFn update
union Entity2D user

Public Attributes Documentation

variable bKeepInDynamicList

keep in the dynamic list of brute force culled entities

bool Entity2D::bKeepInDynamicList;

variable bKeepInQuadtree

bool Entity2D::bKeepInQuadtree;

variable bSerializeInNetworkUpdate

do we serialize when the next network update is sent

bool Entity2D::bSerializeInNetworkUpdate;

variable bSerializeToDisk

do we serialize when the level is serialized?

bool Entity2D::bSerializeToDisk;

variable bSerializeToNetwork

do we serialize when the initial level data is sent to clients

bool Entity2D::bSerializeToNetwork;

variable components

struct Component2D Entity2D::components[MAX_COMPONENTS];

variable draw

Entity2DDrawFn Entity2D::draw;

variable getBB

Entity2DGetBoundingBoxFn Entity2D::getBB;

variable getSortPos

Entity2DGetPreDrawSortValueFn Entity2D::getSortPos;

variable hData

HGeneric Entity2D::hData;

variable hDynamicListRef

reference to the entity in the dynamic entities list needed to remove it

HDynamicEntityListItem Entity2D::hDynamicListRef;

variable hQuadTreeRef

reference to the entity in the quad tree needed to remove it

HEntity2DQuadtreeEntityRef Entity2D::hQuadTreeRef;

variable handleEntityMsg

HandleEntityMessagefn Entity2D::handleEntityMsg;

variable inDrawLayer

Which object layer of the scene is it in? Effects the order they are drawn in.

int Entity2D::inDrawLayer;

variable init

Entity2DOnInitFn Entity2D::init;

variable input

Entity2DInputFn Entity2D::input;

variable networkID

int Entity2D::networkID;

variable nextSibling

HEntity2D Entity2D::nextSibling;

variable numComponents

int Entity2D::numComponents;

variable onDestroy

Entity2DOnDestroyFn Entity2D::onDestroy;

variable pData

data

void* Entity2D::pData;

variable postPhys

Entity2DUpdatePostPhysicsFn Entity2D::postPhys;

variable previousSibling

HEntity2D Entity2D::previousSibling;

variable printEntityInfo

PrintEntityInfoExtenderFn Entity2D::printEntityInfo;

variable thisEntity

just for convenience - this entities handle

HEntity2D Entity2D::thisEntity;

variable transform

struct Transform2D Entity2D::transform;

variable type

EntityType Entity2D::type;

variable update

Entity2DUpdateFn Entity2D::update;

variable user

union Entity2D Entity2D::user;


The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Entities.h