mitiru::game
Namespace catalog extracted from docs/API_CATALOG.md (50 types, 286 items).
Namespace catalog extracted from docs/API_CATALOG.md (50 types, 286 items).
| Name | Kind | Items |
|---|---|---|
CollisionResponse | enum | 3 |
TileType | enum | 4 |
Vec2f | struct | 5 |
AABB | struct | 10 |
Tilemap | struct | 7 |
TilemapCollisionResult | struct | 4 |
TilemapCollider | class | 1 |
PlatformerInput | struct | 3 |
PlatformerConfig | struct | 10 |
PlatformerState | struct | 8 |
PlatformerPhysics | class | 1 |
HitResult | struct | 6 |
Hitbox | struct | 6 |
HitboxSystem | class | 7 |
Element | enum | 8 |
TargetType | enum | 3 |
EquipSlot | enum | 3 |
BattleActionType | enum | 5 |
BattlePhase | enum | 6 |
StatusEffect | enum | 8 |
Stat | struct | 5 |
CharacterStats | struct | 11 |
Skill | struct | 7 |
StatBonuses | struct | 6 |
Equipment | struct | 5 |
Inventory | struct | 6 |
BattleAction | struct | 4 |
DamageResult | struct | 4 |
DamageCalculator | class | 1 |
TurnEntry | struct | 3 |
TurnOrderCalculator | class | 1 |
BattleState | struct | 11 |
TerrainType | enum | 6 |
HexCube | struct | 5 |
HexOffset | struct | 4 |
HexCoordUtil | struct | 3 |
HexCell | struct | 5 |
HexGrid | class | 11 |
TurnManager | class | 7 |
PathfinderHex | class | 2 |
GameMode | enum | 2 |
GameplayType | enum | 5 |
VNCommandType | enum | 11 |
SharedState | struct | 11 |
VNChoice | struct | 3 |
VNCommand | struct | 5 |
VNScript | struct | 4 |
GameplayTrigger | struct | 4 |
VNTrigger | struct | 3 |
HybridGameManager | class | 23 |
enum CollisionResponse 3
SlideStopBounceenum TileType : std::uint8_t 4
Empty = 0SolidOneWaySlopestruct Vec2f 5
float x = 0.0ffloat y = 0.0fVec2f operator+(const Vec2f& o) const noexceptVec2f operator-(const Vec2f& o) const noexceptVec2f operator*(float s) const noexceptstruct AABB 10
float x = 0.0ffloat y = 0.0ffloat width = 0.0ffloat height = 0.0f[[nodiscard]] float left() const noexcept[[nodiscard]] float right() const noexcept[[nodiscard]] float top() const noexcept[[nodiscard]] float bottom() const noexcept[[nodiscard]] Vec2f center() const noexcept[[nodiscard]] bool overlaps(const AABB& other) const noexceptstruct Tilemap 7
int width = 0int height = 0float tileSize = 16.0fstd::vector<TileType> tiles[[nodiscard]] TileType getTile(int col, int row) const noexcept[[nodiscard]] int worldToCol(float wx) const noexcept[[nodiscard]] int worldToRow(float wy) const noexceptstruct TilemapCollisionResult 4
Vec2f resolvedPositionVec2f resolvedVelocitybool collidedX = falsebool collidedY = falseclass TilemapCollider 1
[[nodiscard]] static TilemapCollisionResult resolve( const AABB& aabb, const Vec2f& velocity, const Tilemap& tilemap, float dt, CollisionResponse response = CollisionResponse::Slide, float bounceFactor = 0.5f) noexceptstruct PlatformerInput 3
float moveX = 0.0fbool jump = falsebool jumpHeld = falsestruct PlatformerConfig 10
float gravity = 980.0ffloat jumpForce = 400.0ffloat maxFallSpeed = 600.0ffloat coyoteTime = 0.1ffloat jumpBufferTime = 0.12ffloat wallSlideSpeed = 80.0ffloat airControl = 0.6ffloat moveSpeed = 200.0ffloat wallJumpForceX = 300.0ffloat wallJumpForceY = 380.0fstruct PlatformerState 8
bool grounded = falsebool onWall = falseint wallDirection = 0bool jumping = falseVec2f velocityVec2f positionfloat coyoteTimer = 0.0ffloat jumpBufferTimer = 0.0fclass PlatformerPhysics 1
[[nodiscard]] static PlatformerState update( float dt, const PlatformerInput& input, const Tilemap& tilemap, const Vec2f& aabbSize, const PlatformerState& state, const PlatformerConfig& config = {}) noexceptstruct HitResult 6
std::uint32_t attackerOwnerId = 0std::uint32_t defenderOwnerId = 0std::uint32_t attackerHitboxIdx = 0std::uint32_t defenderHitboxIdx = 0float damage = 0.0fVec2f knockbackstruct Hitbox 6
std::uint32_t ownerId = 0AABB rectstd::uint32_t layer = 0bool active = truefloat damage = 0.0fVec2f knockbackclass HitboxSystem 7
std::uint32_t registerHitbox(const Hitbox& hitbox)[[nodiscard]] Hitbox* getHitbox(std::uint32_t index) noexcept[[nodiscard]] std::vector<HitResult> checkOverlaps() constvoid setHitCallback(std::function<void(const HitResult&)> callback)void processOverlaps()void clear()[[nodiscard]] std::size_t count() const noexceptenum Element : std::uint8_t 8
None = 0FireIceThunderWindEarthLightDarkenum TargetType : std::uint8_t 3
SingleAllSelfenum EquipSlot : std::uint8_t 3
WeaponArmorAccessoryenum BattleActionType : std::uint8_t 5
AttackSkillItemDefendFleeenum BattlePhase : std::uint8_t 6
StartPlayerTurnEnemyTurnAnimationVictoryDefeatenum StatusEffect : std::uint8_t 8
None = 0PoisonParalysisSleepAtkUpDefUpAtkDownDefDownstruct Stat 5
float base = 0.0ffloat modifier = 0.0ffloat max = 999.0ffloat current = 0.0f[[nodiscard]] float effective() const noexceptstruct CharacterStats 11
Stat hpStat mpStat atkStat defStat spdStat lukint level = 1int exp = 0std::string nameElement weakness = Element::Nonestd::vector<StatusEffect> statusEffectsstruct Skill 7
std::uint32_t id = 0std::string namefloat mpCost = 0.0ffloat basePower = 1.0fElement element = Element::NoneTargetType targetType = TargetType::Singlestd::vector<StatusEffect> effectsstruct StatBonuses 6
float hp = 0.0ffloat mp = 0.0ffloat atk = 0.0ffloat def = 0.0ffloat spd = 0.0ffloat luk = 0.0fstruct Equipment 5
std::uint32_t id = 0std::string nameEquipSlot slot = EquipSlot::WeaponStatBonuses bonusesElement element = Element::Nonestruct Inventory 6
std::map<std::uint32_t, int> itemsint maxSlots = 99[[nodiscard]] bool addItem(std::uint32_t itemId, int count = 1)[[nodiscard]] bool removeItem(std::uint32_t itemId, int count = 1)[[nodiscard]] bool hasItem(std::uint32_t itemId, int count = 1) const[[nodiscard]] int getCount(std::uint32_t itemId) conststruct BattleAction 4
BattleActionType type = BattleActionType::Attackint targetIndex = 0std::uint32_t skillId = 0std::uint32_t itemId = 0struct DamageResult 4
float damage = 0.0fbool critical = falsefloat elementMultiplier = 1.0fbool missed = falseclass DamageCalculator 1
[[nodiscard]] static DamageResult calculate( const CharacterStats& attacker, const CharacterStats& defender, const Skill& skill, std::uint32_t seed = 0)struct TurnEntry 3
int index = 0bool isEnemy = falsefloat speed = 0.0fclass TurnOrderCalculator 1
[[nodiscard]] static std::vector<TurnEntry> calculateOrder( const std::vector<CharacterStats>& party, const std::vector<CharacterStats>& enemies)struct BattleState 11
BattlePhase phase = BattlePhase::Startstd::vector<TurnEntry> turnOrderint currentActorIndex = 0int turnCount = 0std::vector<CharacterStats> partystd::vector<CharacterStats> enemies[[nodiscard]] const TurnEntry* currentActor() const noexceptvoid advanceTurn()void beginBattle()[[nodiscard]] bool isPartyDefeated() const noexcept[[nodiscard]] bool isEnemiesDefeated() const noexceptenum TerrainType : std::uint8_t 6
Plain = 0ForestMountainWaterRoad[[nodiscard]] inline float terrainMoveCost(TerrainType terrain) noexceptstruct HexCube 5
int q = 0int r = 0int s = 0bool operator==(const HexCube& o) const noexceptbool operator!=(const HexCube& o) const noexceptstruct HexOffset 4
int col = 0int row = 0bool operator==(const HexOffset& o) const noexceptbool operator!=(const HexOffset& o) const noexceptstruct HexCoordUtil 3
[[nodiscard]] static HexCube offsetToCube(const HexOffset& offset) noexcept[[nodiscard]] static HexOffset cubeToOffset(const HexCube& cube) noexcept[[nodiscard]] static int cubeDistance(const HexCube& a, const HexCube& b) noexceptstruct HexCell 5
int q = 0int r = 0TerrainType terrain = TerrainType::Plainstd::uint32_t occupant = 0float moveCost = 1.0fclass HexGrid 11
HexGrid(int width, int height)HexGrid() = default[[nodiscard]] int width() const noexcept[[nodiscard]] int height() const noexcept[[nodiscard]] HexCell* getCell(int col, int row) noexcept[[nodiscard]] const HexCell* getCell(int col, int row) const noexcept[[nodiscard]] bool isValid(int col, int row) const noexcept[[nodiscard]] int hexDistance(const HexOffset& a, const HexOffset& b) const noexcept[[nodiscard]] std::vector<HexCell*> hexNeighbors(int col, int row) noexcept[[nodiscard]] std::vector<const HexCell*> hexLine(const HexOffset& from, const HexOffset& to) const[[nodiscard]] std::vector<const HexCell*> hexRing(const HexOffset& center, int radius) constclass TurnManager 7
void setPlayers(std::vector<std::uint32_t> playerIds)[[nodiscard]] std::uint32_t currentPlayer() const noexcept[[nodiscard]] int currentTurn() const noexceptvoid nextTurn()[[nodiscard]] bool isGameOver() const noexceptvoid setGameOver() noexcept[[nodiscard]] const std::vector<std::uint32_t>& playerOrder() const noexceptclass PathfinderHex 2
[[nodiscard]] static std::vector<const HexCell*> findPath( const HexGrid& grid, const HexOffset& from, const HexOffset& to, float maxMovePoints)[[nodiscard]] static std::vector<const HexCell*> getReachableCells( const HexGrid& grid, const HexOffset& from, float movePoints)enum GameMode : std::uint8_t 2
VNGameplayenum GameplayType : std::uint8_t 5
BattleMinigamePuzzleExploreCustomenum VNCommandType : std::uint8_t 11
DialogueChoiceSetFlagJumpGameplayWaitBackgroundCharacterBGMSEusing FlagValue = std::variant<bool, int, float, std::string>;struct VNChoice 3
std::string textstd::string jumpLabelstd::function<bool()> conditionstruct VNCommand 5
VNCommandType type = VNCommandType::Dialoguestd::string speakerstd::string textstd::vector<VNChoice> choicesstd::map<std::string, std::string> paramsstruct VNScript 4
std::vector<VNCommand> commandsstd::map<std::string, std::size_t> labelsvoid addCommand(VNCommand cmd)void setLabel(const std::string& name)struct GameplayTrigger 4
std::string gameplayIdstd::map<std::string, std::string> paramsGameplayType type = GameplayType::Battlestd::function<bool(const SharedState&)> conditionstruct VNTrigger 3
std::string eventIdstd::string scriptLabelstd::function<bool(const SharedState&)> conditionclass HybridGameManager 23
HybridGameManager() = defaultvoid enterVNMode()void enterGameplayMode(GameplayType type = GameplayType::Battle)void returnToPreviousMode()[[nodiscard]] bool isInVNMode() const noexcept[[nodiscard]] bool isInGameplayMode() const noexcept[[nodiscard]] GameMode currentMode() const noexcept[[nodiscard]] GameplayType currentGameplayType() const noexcept[[nodiscard]] SharedState& sharedState() noexcept[[nodiscard]] const SharedState& sharedState() const noexceptvoid setFlag(const std::string& key, FlagValue value)template <typename T> [[nodiscard]] T getFlag(const std::string& key, const T& defaultValue = {}) constvoid setScript(VNScript script)[[nodiscard]] const VNCommand* currentCommand() const noexceptbool advanceScript()void selectChoice(int choiceIndex)void returnToScript()void addGameplayTrigger(GameplayTrigger trigger)void addVNTrigger(VNTrigger trigger)[[nodiscard]] const GameplayTrigger* evaluateGameplayTriggers() const[[nodiscard]] const VNTrigger* evaluateVNTriggers() constbool processAutoTriggers()void setOnModeChange(std::function<void(GameMode)> callback)Sourced from docs/API_CATALOG.md, auto-generated by tools/generate_api_catalog.py.