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EntityEvents.h from palisma2d at Krugle


Show EntityEvents.h syntax highlighted

#pragma once

#include "../EventManager.h"


//class EntityEvents
//{
//public:
//    EntityEvents(void);
//public:
//    ~EntityEvents(void);
//};


/** Event Type for motion */
//struct EntityMovement : public IEventData
//{   
//    EntityMovement(Vector2f vel) { m_velocity = vel; };
//    Vector2f    m_velocity; // velocity of movement
//
//    /** Copy this event --WARNING allocates memory */
//    IEventData* Copy() { return new EntityMovement( m_velocity ); };
//
//    // destroy
//    virtual ~EntityMovement() {IEventData::~IEventData(); };
//};


/** Event Type for motion */
struct EntityEvents : public IEventData
{   EntityEvents(unsigned int id, int b) { buttons = b; ent_id = id; };
    int buttons;
    unsigned int ent_id;
    IEventData* Copy() { return new EntityEvents(ent_id, buttons); };
    virtual ~EntityEvents() {IEventData::~IEventData(); };
};



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palisma2d

The University of Wisconsin-Parkside Developers Union first product. More info to come. Code name Palisma.

Project homepage: http://code.google.com/p/palisma2d/
Programming language(s): C,C++
License: gpl2

  DialogModel.cpp
  DialogModel.h
  DialogState.cpp
  DialogState.h
  Enemy.cpp
  Enemy.h
  EntityController.cpp
  EntityController.h
  EntityEvents.cpp
  EntityEvents.h
  EntityFactory.cpp
  EntityFactory.h
  EntityManager.cpp
  EntityManager.h
  EntityStates.cpp
  EntityStates.h
  Event.h
  HUD.cpp
  HUD.h
  IEntity.cpp
  IEntity.h
  IWeapon.cpp
  IWeapon.h
  InGameState.cpp
  InGameState.h
  Inventory.cpp
  Inventory.h
  MissionHolder.cpp
  MissionHolder.h
  Player.cpp
  Player.h
  PlayerConfig.cpp
  PlayerConfig.h
  PlayerController.cpp
  PlayerController.h
  QuestImporter.cpp
  QuestImporter.h
  ReadMe.txt
  Scene.cpp
  Scene.h
  Shotgun.cpp
  Shotgun.h
  State.h
  StateFactory.cpp
  StateFactory.h
  StateMachine.cpp
  StateMachine.h
  Tile.cpp
  Tile.h
  Weather.cpp
  Weather.h
  stdafx.cpp
  stdafx.h