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Capycore Engine
0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
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This is the complete list of members for CircleCollider2D, including all inherited members.
| active() const noexcept | Component | |
| active(bool value) noexcept | Component | |
| 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 override | CircleCollider2D | virtual |
| Collider2D::bounciness() const noexcept | Collider2D | |
| bounciness_ | Collider2D | protected |
| 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() | Component | explicit |
| creation_flags() noexcept | Collider2D | |
| creation_flags(PhysicsCreationFlags value) noexcept | Collider2D | |
| creation_flags_ | Collider2D | protected |
| disable_draw() noexcept | Renderable | |
| distance(Collider2D &other, bool use_fixture=false) | Collider2D | |
| draw | Renderable | protected |
| enable_draw() noexcept | Renderable | |
| friction(float value) noexcept override | CircleCollider2D | virtual |
| Collider2D::friction() const noexcept | Collider2D | |
| friction_ | Collider2D | protected |
| get_rigidbody() | Collider2D | |
| mark_for_deletion() noexcept | Component | |
| marked_for_deletion() const noexcept | Component | |
| offset() const noexcept override | CircleCollider2D | virtual |
| offset(Point value) noexcept override | CircleCollider2D | virtual |
| offset_ | Collider2D | protected |
| on_attach() | Component | virtual |
| on_collision_enter(Collider2D &other) | Collider2D | |
| on_collision_exit(Collider2D &other) | Collider2D | |
| on_deserialize(const std::vector< uint8_t > &, size_t &) | Component | virtual |
| on_detach() | Component | virtual |
| on_serialize(std::vector< uint8_t > &) const | Component | virtual |
| on_trigger_enter(Collider2D &other) | Collider2D | |
| on_trigger_exit(Collider2D &other) | Collider2D | |
| order_in_layer(int layer) | Renderable | |
| order_in_layer() const | Renderable | |
| ordering_layer_ | Renderable | protected |
| parent() const noexcept | Component | |
| parent() noexcept | Component | |
| parent(GameObject &parent) | Component | |
| parent(std::nullopt_t nullopt) | Component | |
| radius() const noexcept | CircleCollider2D | |
| radius(float value) noexcept | CircleCollider2D | |
| 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() const | Renderable | virtual |
| render_strategy_ | Renderable | protected |
| Renderable() | Renderable | explicit |
| Renderable(int layer) | Renderable | explicit |
| set_render_strategy(Component &component) | Renderable | |
| should_draw() const noexcept | Renderable | |
| type_name() const override | CircleCollider2D | virtual |
| update(float dt) override | CircleCollider2D | virtual |
| ~CircleCollider2D() override=default | CircleCollider2D | |
| ~Collider2D() override=default | Collider2D | |
| ~Component()=default | Component | virtual |
| ~Renderable() override=default | Renderable |