SpikeBall class
#include <Jazz2/Actors/Solid/SpikeBall.h>
Spike ball.
A hazardous spiked ball hanging from a chain that swings or circles back and forth, hurting the player on contact. It is invulnerable and acts as a moving environmental hazard to be avoided.
Base classes
- class Jazz2::Actors::Enemies::EnemyBase
- Base class of an enemy.
Public static functions
- static void Preload(const ActorActivationDetails& details)
- Preloads all assets required by this actor.
Constructors, destructors, conversion operators
- SpikeBall()
- Creates a new instance.
Protected functions
- auto OnActivatedAsync(const ActorActivationDetails& details) -> Task<bool> override
- Called when the object is created and activated.
- void OnUpdate(float timeMult) override
- Called every frame to update the object state.
- void OnUpdateHitbox() override
- Called when the hitbox needs to be updated.
- void OnSerializeState(Stream& dest) override
- Serializes the live state of the object to a level state snapshot.
- void OnDeserializeState(Stream& src) override
- Restores the live state of the object from a level state snapshot.
- auto OnDraw(RenderQueue& renderQueue) -> bool override
- Called when the object needs to be drawn.
Function documentation
void Jazz2:: Actors:: Solid:: SpikeBall:: OnSerializeState(Stream& dest) override protected
Serializes the live state of the object to a level state snapshot.
Called only if IsSerializable() returns true. Anything that is initialized from the event parameters in OnActivatedAsync() doesn't need to be stored, because the object is spawned again with the same parameters before OnDeserializeState() is called. Derived classes must call the base implementation first and read the data back in the same order.
void Jazz2:: Actors:: Solid:: SpikeBall:: OnDeserializeState(Stream& src) override protected
Restores the live state of the object from a level state snapshot.
Called right after the object was spawned again (i.e., after OnActivatedAsync()) and before it's added to the level. Running transitions are not restored, because their callbacks cannot be serialized, so derived classes have to put the object into a state that doesn't wait for such a callback.