Stardew Engine
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Entity2D Struct Reference

#include <Entities.h>

Collaboration diagram for Entity2D:

Data Fields

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

Field Documentation

◆ bKeepInDynamicList

bool Entity2D::bKeepInDynamicList

keep in the dynamic list of brute force culled entities

◆ bKeepInQuadtree

bool Entity2D::bKeepInQuadtree

◆ bSerializeToDisk

bool Entity2D::bSerializeToDisk

do we serialize when the level is serialized?

◆ bSerializeToNetwork

bool Entity2D::bSerializeToNetwork

◆ components

struct Component2D Entity2D::components[MAX_COMPONENTS]

◆ draw

Entity2DDrawFn Entity2D::draw

◆ getBB

Entity2DGetBoundingBoxFn Entity2D::getBB

◆ getSortPos

Entity2DGetPreDrawSortValueFn Entity2D::getSortPos

◆ hData

HGeneric Entity2D::hData

◆ hDynamicListRef

HDynamicEntityListItem Entity2D::hDynamicListRef

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

◆ hQuadTreeRef

HEntity2DQuadtreeEntityRef Entity2D::hQuadTreeRef

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

◆ inDrawLayer

int Entity2D::inDrawLayer

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

◆ init

Entity2DOnInitFn Entity2D::init

◆ input

Entity2DInputFn Entity2D::input

◆ networkID

int Entity2D::networkID

◆ nextSibling

HEntity2D Entity2D::nextSibling

◆ numComponents

int Entity2D::numComponents

◆ onDestroy

Entity2DOnDestroyFn Entity2D::onDestroy

◆ pData

void* Entity2D::pData

data

◆ postPhys

Entity2DUpdatePostPhysicsFn Entity2D::postPhys

◆ previousSibling

HEntity2D Entity2D::previousSibling

◆ printEntityInfo

PrintEntityInfoExtenderFn Entity2D::printEntityInfo

◆ thisEntity

HEntity2D Entity2D::thisEntity

just for convenience - this entities handle

◆ transform

struct Transform2D Entity2D::transform

◆ type

EntityType Entity2D::type

◆ update

Entity2DUpdateFn Entity2D::update

◆ [union]

union { ... } Entity2D::user

The documentation for this struct was generated from the following file: