R-Type
Distributed multiplayer game engine in C++
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GameLoop Member List

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

_accumulatorGameLoopprivate
_clientSidePredictionEnabledGameLoopprivate
_currentFrameGameLoopprivate
_entityInitializedGameLoopprivate
_eventBusGameLoopprivate
_fixedTimestepGameLoopprivate
_gameSpeedMultiplierGameLoopprivate
_initializedGameLoopprivate
_inputBufferGameLoopprivate
_inputHistoryGameLoopprivate
_inputSequenceIdGameLoopprivate
_isMovingGameLoopprivate
_justCreatedRoomGameLoopprivate
_knownEntityIdsGameLoopprivate
_myEntityIdGameLoopprivate
_myPlayerIdGameLoopprivate
_playerNameGameLoopprivate
_playerSpeedGameLoopprivate
_renderingGameLoopprivate
_replicatorGameLoopprivate
_runningGameLoopprivate
calculateDeltaTime()GameLoopprivate
fixedUpdate(float fixedDeltaTime)GameLoopprivate
GameLoop(EventBus &eventBus, Replicator &replicator, const std::string &playerName)GameLoop
getReconciliationThreshold() constGameLoop
handleChatMessage(const std::vector< uint8_t > &payload)GameLoopprivate
handleEntityDestroyed(const std::vector< uint8_t > &payload)GameLoopprivate
handleGameOver(const std::vector< uint8_t > &payload)GameLoopprivate
handleGameruleUpdate(const std::vector< uint8_t > &payload)GameLoopprivate
handleGameStart(const std::vector< uint8_t > &payload)GameLoopprivate
handleGameState(const std::vector< uint8_t > &payload)GameLoopprivate
handleLeftRoom(const std::vector< uint8_t > &payload)GameLoopprivate
handleNetworkMessage(const NetworkEvent &event)GameLoopprivate
handleRoomList(const std::vector< uint8_t > &payload)GameLoopprivate
handleRoomState(const std::vector< uint8_t > &payload)GameLoopprivate
handleUIEvent(const UIEvent &event)GameLoopprivate
initialize()GameLoop
INPUT_HISTORY_SIZEGameLoopprivatestatic
processInput()GameLoopprivate
processServerReconciliation(const RType::Messages::S2C::EntityState &entity)GameLoopprivate
render()GameLoopprivate
run()GameLoop
setReconciliationThreshold(float threshold)GameLoop
shutdown()GameLoop
simulateInputHistory(float &x, float &y)GameLoopprivate
stop()GameLoop
update(float deltaTime)GameLoopprivate
~GameLoop()GameLoop