File WfBasicAxe.c

FileList > game > src > items > WfBasicAxe.c

Go to the source code of this file

  • #include "WfBasicAxe.h"
  • #include "WfItem.h"
  • #include "WfPlayer.h"
  • #include "Entities.h"
  • #include <stdlib.h>
  • #include "EngineUtils.h"
  • #include "Audio.h"
  • #include "TimerPool.h"
  • #include "Game2DLayer.h"
  • #include "GameFramework.h"
  • #include "ObjectPool.h"
  • #include "WfItemHelpers.h"
  • #include "EntityQuadTree.h"
  • #include "Geometry.h"
  • #include "Maths.h"
  • #include "WfEntityMessages.h"
  • #include "Log.h"

Public Static Attributes

Type Name
float gAxeDamage = 0
float gAxeFanLength = 0
float gAxeFanWidth = 0
struct ZZFXSound gSwingSound = {1.0,0.05,32.268,0.008,0.046,0.208,0,1.0,2.662,2.312,0.0,0.0,0.178,1.778,0.0,0.106,0.0,0.431,0.174,0.076,0.0}

Public Functions

Type Name
void WfBasicAxeDrawDebugLines (struct Entity2D * pEnt, struct GameFrameworkLayer * pLayer, struct Transform2D * pCam, VECTOR(WorldspaceLineVertex) * outVerts, struct WfItemDef * pItemDef)
void WfBasicAxeOnGameLayerPush (struct WfItemDef * pDef, struct GameFrameworkLayer * pLayer, DrawContext * drawContext, InputContext * inputContext)
void WfBasicAxeOnMakeCurrentItem (struct Entity2D * pPlayer, struct GameFrameworkLayer * pLayer)
void WfBasicAxeOnStopBeingCurrentItem (struct Entity2D * pPlayer, struct GameFrameworkLayer * pLayer)
bool WfBasicAxeOnUseItem (struct Entity2D * pPlayer, struct GameFrameworkLayer * pLayer)
bool WfBasicAxeTryEquip (struct Entity2D * pPlayer, struct GameFrameworkLayer * pLayer, enum WfEquipSlot slot)

Public Static Attributes Documentation

variable gAxeDamage

float gAxeDamage;

variable gAxeFanLength

float gAxeFanLength;

variable gAxeFanWidth

float gAxeFanWidth;

variable gSwingSound

struct ZZFXSound gSwingSound;

Public Functions Documentation

function WfBasicAxeDrawDebugLines

void WfBasicAxeDrawDebugLines (
    struct Entity2D * pEnt,
    struct GameFrameworkLayer * pLayer,
    struct Transform2D * pCam,
    VECTOR(WorldspaceLineVertex) * outVerts,
    struct WfItemDef * pItemDef
) 

function WfBasicAxeOnGameLayerPush

void WfBasicAxeOnGameLayerPush (
    struct WfItemDef * pDef,
    struct GameFrameworkLayer * pLayer,
    DrawContext * drawContext,
    InputContext * inputContext
) 

function WfBasicAxeOnMakeCurrentItem

void WfBasicAxeOnMakeCurrentItem (
    struct Entity2D * pPlayer,
    struct GameFrameworkLayer * pLayer
) 

function WfBasicAxeOnStopBeingCurrentItem

void WfBasicAxeOnStopBeingCurrentItem (
    struct Entity2D * pPlayer,
    struct GameFrameworkLayer * pLayer
) 

function WfBasicAxeOnUseItem

bool WfBasicAxeOnUseItem (
    struct Entity2D * pPlayer,
    struct GameFrameworkLayer * pLayer
) 

function WfBasicAxeTryEquip

bool WfBasicAxeTryEquip (
    struct Entity2D * pPlayer,
    struct GameFrameworkLayer * pLayer,
    enum WfEquipSlot slot
) 


The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/game/src/items/WfBasicAxe.c