KeyboardPlayer (component)#

Child class to KeyboardController, this component is specifically created for handling keyboard inputs for the Player entity.

struct KeyboardPlayer : public KeyboardController#

Public Functions

inline KeyboardPlayer(bool mReverse_sprite = true)#
inline void get_components()#

Function for getting the Transform and Sprite components. This is separate from the init function in case the KeyboardController is defined before those other components and we have to get them later.

virtual void on_up() override#
virtual void on_down() override#
virtual void on_left() override#
virtual void on_right() override#
virtual void on_attack_b() override#
virtual void on_up_end() override#
virtual void on_down_end() override#
virtual void on_left_end() override#
virtual void on_right_end() override#
virtual void on_update_end() override#

Public Members

bool reverse_sprite#

Whether to reverse the sprite (left-right).

bool projectile = false#

For avoiding creating projectiles continuously.

Transform *transform#
Sprite *sprite#