Capycore Engine  0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
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CircleCollider2D Member List

This is the complete list of members for CircleCollider2D, including all inherited members.

active() const noexceptComponent
active(bool value) noexceptComponent
add_on_attach(const std::function< void(Component &)> &action)Component
add_on_collision_enter(const std::function< void(Collider2D &, Collider2D &)> &action)Collider2D
add_on_collision_exit(const std::function< void(Collider2D &, Collider2D &)> &action)Collider2D
add_on_detach(const std::function< void(Component &)> &action)Component
add_on_trigger_enter(const std::function< void(Collider2D &, Collider2D &)> &action)Collider2D
add_on_trigger_exit(const std::function< void(Collider2D &, Collider2D &)> &action)Collider2D
bounciness(float value) noexcept overrideCircleCollider2Dvirtual
Collider2D::bounciness() const noexceptCollider2D
bounciness_Collider2Dprotected
CircleCollider2D(float friction, float bounciness, float radius=default_circle_collider_radius, Point offset={0.0f, 0.0f}, bool is_sensor=false, bool is_bullet=false)CircleCollider2D
Collider2D(float friction=default_friction_2d, float bounciness=default_bounciness_2d, Point offset={0.0f, 0.0f})Collider2D
Component()Componentexplicit
creation_flags() noexceptCollider2D
creation_flags(PhysicsCreationFlags value) noexceptCollider2D
creation_flags_Collider2Dprotected
disable_draw() noexceptRenderable
distance(Collider2D &other, bool use_fixture=false)Collider2D
drawRenderableprotected
enable_draw() noexceptRenderable
friction(float value) noexcept overrideCircleCollider2Dvirtual
Collider2D::friction() const noexceptCollider2D
friction_Collider2Dprotected
get_rigidbody()Collider2D
mark_for_deletion() noexceptComponent
marked_for_deletion() const noexceptComponent
offset() const noexcept overrideCircleCollider2Dvirtual
offset(Point value) noexcept overrideCircleCollider2Dvirtual
offset_Collider2Dprotected
on_attach()Componentvirtual
on_collision_enter(Collider2D &other)Collider2D
on_collision_exit(Collider2D &other)Collider2D
on_deserialize(const std::vector< uint8_t > &, size_t &)Componentvirtual
on_detach()Componentvirtual
on_serialize(std::vector< uint8_t > &) constComponentvirtual
on_trigger_enter(Collider2D &other)Collider2D
on_trigger_exit(Collider2D &other)Collider2D
order_in_layer(int layer)Renderable
order_in_layer() constRenderable
ordering_layer_Renderableprotected
parent() const noexceptComponent
parent() noexceptComponent
parent(GameObject &parent)Component
parent(std::nullopt_t nullopt)Component
radius() const noexceptCircleCollider2D
radius(float value) noexceptCircleCollider2D
raycast(const Point &direction, float max_distance)Collider2D
remove_on_attach(size_t index)Component
remove_on_collision_enter(int index)Collider2D
remove_on_collision_exit(int index)Collider2D
remove_on_detach(size_t index)Component
remove_on_trigger_enter(int index)Collider2D
remove_on_trigger_exit(int index)Collider2D
render_strategy() constRenderablevirtual
render_strategy_Renderableprotected
Renderable()Renderableexplicit
Renderable(int layer)Renderableexplicit
set_render_strategy(Component &component)Renderable
should_draw() const noexceptRenderable
type_name() const overrideCircleCollider2Dvirtual
update(float dt) overrideCircleCollider2Dvirtual
~CircleCollider2D() override=defaultCircleCollider2D
~Collider2D() override=defaultCollider2D
~Component()=defaultComponentvirtual
~Renderable() override=defaultRenderable