Wizard Engine
2D cross-platform game engine built around SDL2
 
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wze::collider Member List

This is the complete list of members for wze::collider, including all inherited members.

angle() const final (defined in wze::collider)wze::collidervirtual
angle_offset() const final (defined in wze::collider)wze::collidervirtual
attach_angle() const final (defined in wze::collider)wze::collidervirtual
attach_x() const final (defined in wze::collider)wze::collidervirtual
attach_y() const final (defined in wze::collider)wze::collidervirtual
body() const (defined in wze::collider)wze::collider
collider(polygon const &body=polygon(), float force=0, float mass=0, uint8_t world=std::numeric_limits< uint8_t >::max(), std::vector< std::weak_ptr< component > > const &components={}) (defined in wze::collider)wze::colliderexplicit
collider(collider const &other) (defined in wze::collider)wze::collider
components() const (defined in wze::entity)wze::entityvirtual
components() (defined in wze::entity)wze::entityvirtual
entity(std::vector< std::weak_ptr< component > > const &components={}, float x=0, float y=0, float angle=0, float x_offset=0, float y_offset=0, float angle_offset=0, bool attach_x=true, bool attach_y=true, bool attach_angle=true, bool x_angle_lock=true, bool y_angle_lock=true) (defined in wze::entity)wze::entityexplicit
force() const (defined in wze::collider)wze::collider
mass() const (defined in wze::collider)wze::collider
operator=(collider const &other) (defined in wze::collider)wze::collider
recompose() (defined in wze::entity)wze::entityvirtual
scale() const (defined in wze::collider)wze::collider
set_angle(float angle) final (defined in wze::collider)wze::collidervirtual
set_angle_offset(float angle_offset) final (defined in wze::collider)wze::collidervirtual
set_attach_angle(bool attach_angle) final (defined in wze::collider)wze::collidervirtual
set_attach_x(bool attach_x) final (defined in wze::collider)wze::collidervirtual
set_attach_y(bool attach_y) final (defined in wze::collider)wze::collidervirtual
set_body(polygon const &body) (defined in wze::collider)wze::collider
set_force(float force) (defined in wze::collider)wze::collider
set_mass(float mass) (defined in wze::collider)wze::collider
set_scale(float scale) (defined in wze::collider)wze::collider
set_world(uint8_t world) (defined in wze::collider)wze::collider
set_x(float x) final (defined in wze::collider)wze::collidervirtual
set_x_angle_lock(bool x_angle_lock) final (defined in wze::collider)wze::collidervirtual
set_x_offset(float x_offset) final (defined in wze::collider)wze::collidervirtual
set_y(float y) final (defined in wze::collider)wze::collidervirtual
set_y_angle_lock(bool y_angle_lock) final (defined in wze::collider)wze::collidervirtual
set_y_offset(float y_offset) final (defined in wze::collider)wze::collidervirtual
transformation_matrix() const (defined in wze::entity)wze::entityvirtual
world() const (defined in wze::collider)wze::collider
x() const final (defined in wze::collider)wze::collidervirtual
x_angle_lock() const final (defined in wze::collider)wze::collidervirtual
x_offset() const final (defined in wze::collider)wze::collidervirtual
y() const final (defined in wze::collider)wze::collidervirtual
y_angle_lock() const final (defined in wze::collider)wze::collidervirtual
y_offset() const final (defined in wze::collider)wze::collidervirtual
~collider() override (defined in wze::collider)wze::collider
~component()=default (defined in wze::component)wze::componentvirtual
~entity() override=default (defined in wze::entity)wze::entity