├── .gitignore ├── docs ├── CODE_OF_CONDUCT.md ├── CONTRIBUTING.md ├── DoxyfileFast ├── DoxyfileFull ├── Gemfile ├── Gemfile.lock ├── LICENSE.md ├── README.md ├── _config.yml ├── diagrams │ ├── ArchitecturalOverview.vsdx │ ├── EntitySpriteSystem.vsdx │ └── RelationshipBetweenEntityActorAndItem.vsdx ├── doxygenOutput │ └── html │ │ ├── _ability_8cpp.html │ │ ├── _ability_8h.html │ │ ├── _ability_8h_source.html │ │ ├── _ability_cell_8cpp.html │ │ ├── _ability_cell_8h.html │ │ ├── _ability_cell_8h_source.html │ │ ├── _angled_sprite_8cpp.html │ │ ├── _angled_sprite_8h.html │ │ ├── _angled_sprite_8h_source.html │ │ ├── _animation_8cpp.html │ │ ├── _animation_8h.html │ │ ├── _animation_8h_source.html │ │ ├── _animation_attack_8cpp.html │ │ ├── _animation_attack_8h.html │ │ ├── _animation_attack_8h_source.html │ │ ├── _async_shortest_path_finder_8cpp.html │ │ ├── _async_shortest_path_finder_8h.html │ │ ├── _async_shortest_path_finder_8h.js │ │ ├── _async_shortest_path_finder_8h_source.html │ │ ├── _axe_8cpp.html │ │ ├── _axe_8h.html │ │ ├── _axe_8h_source.html │ │ ├── _bar_8cpp.html │ │ ├── _bar_8h.html │ │ ├── _bar_8h_source.html │ │ ├── _body_thrust_8cpp.html │ │ ├── _body_thrust_8h.html │ │ ├── _body_thrust_8h_source.html │ │ ├── _bow_8cpp.html │ │ ├── _bow_8h.html │ │ ├── _bow_8h_source.html │ │ ├── _button_8cpp.html │ │ ├── _button_8h.html │ │ ├── _button_8h_source.html │ │ ├── _c_b_damage_8cpp.html │ │ ├── _c_b_damage_8h.html │ │ ├── _c_b_damage_8h_source.html │ │ ├── _c_health_shower_8cpp.html │ │ ├── _c_health_shower_8h.html │ │ ├── _c_health_shower_8h_source.html │ │ ├── _c_item_dropper_8cpp.html │ │ ├── _c_item_dropper_8h.html │ │ ├── _c_item_dropper_8h_source.html │ │ ├── _collision_behavior_8cpp.html │ │ ├── _collision_behavior_8h.html │ │ ├── _collision_behavior_8h_source.html │ │ ├── _count_expiring_timer_8cpp.html │ │ ├── _count_expiring_timer_8h.html │ │ ├── _count_expiring_timer_8h_source.html │ │ ├── _d_r_b_destroy_projectile_8cpp.html │ │ ├── _d_r_b_destroy_projectile_8h.html │ │ ├── _d_r_b_destroy_projectile_8h_source.html │ │ ├── _dest_reached_behavior_8cpp.html │ │ ├── _dest_reached_behavior_8h.html │ │ ├── _dest_reached_behavior_8h_source.html │ │ ├── _dialog_gui_8cpp.html │ │ ├── _dialog_gui_8h.html │ │ ├── _dialog_gui_8h_source.html │ │ ├── _e_c_body_thruster_8cpp.html │ │ ├── _e_c_body_thruster_8h.html │ │ ├── _e_c_body_thruster_8h_source.html │ │ ├── _e_c_camera_follower_8cpp.html │ │ ├── _e_c_camera_follower_8h.html │ │ ├── _e_c_camera_follower_8h_source.html │ │ ├── _e_c_chaser_8cpp.html │ │ ├── _e_c_chaser_8h.html │ │ ├── _e_c_chaser_8h_source.html │ │ ├── _e_c_current_map_grabber_8cpp.html │ │ ├── _e_c_current_map_grabber_8h.html │ │ ├── _e_c_current_map_grabber_8h_source.html │ │ ├── _e_c_enemy_attacker_8cpp.html │ │ ├── _e_c_enemy_attacker_8h.html │ │ ├── _e_c_enemy_attacker_8h_source.html │ │ ├── _e_c_field_of_view_emitter_8cpp.html │ │ ├── _e_c_field_of_view_emitter_8h.html │ │ ├── _e_c_field_of_view_emitter_8h_source.html │ │ ├── _e_c_gui_shower_8cpp.html │ │ ├── _e_c_gui_shower_8h.html │ │ ├── _e_c_gui_shower_8h_source.html │ │ ├── _e_c_item_picker_upper_8cpp.html │ │ ├── _e_c_item_picker_upper_8h.html │ │ ├── _e_c_item_picker_upper_8h_source.html │ │ ├── _e_c_keyboard_mover4_directional_8cpp.html │ │ ├── _e_c_keyboard_mover4_directional_8h.html │ │ ├── _e_c_keyboard_mover4_directional_8h_source.html │ │ ├── _e_c_keyboard_mover8_directional_8cpp.html │ │ ├── _e_c_keyboard_mover8_directional_8h.html │ │ ├── _e_c_keyboard_mover8_directional_8h_source.html │ │ ├── _e_c_keyboard_mover_perspective_8cpp.html │ │ ├── _e_c_keyboard_mover_perspective_8h.html │ │ ├── _e_c_keyboard_mover_perspective_8h_source.html │ │ ├── _e_c_map_mover_8cpp.html │ │ ├── _e_c_map_mover_8h.html │ │ ├── _e_c_map_mover_8h_source.html │ │ ├── _e_c_merchant_8cpp.html │ │ ├── _e_c_merchant_8h.html │ │ ├── _e_c_merchant_8h_source.html │ │ ├── _e_c_mouse_facer_8cpp.html │ │ ├── _e_c_mouse_facer_8h.html │ │ ├── _e_c_mouse_facer_8h_source.html │ │ ├── _e_c_mover_8cpp.html │ │ ├── _e_c_mover_8h.html │ │ ├── _e_c_mover_8h_source.html │ │ ├── _e_c_path_mover_8cpp.html │ │ ├── _e_c_path_mover_8h.html │ │ ├── _e_c_path_mover_8h_source.html │ │ ├── _e_c_rotater_8cpp.html │ │ ├── _e_c_rotater_8h.html │ │ ├── _e_c_rotater_8h_source.html │ │ ├── _e_c_sine_mover_8cpp.html │ │ ├── _e_c_sine_mover_8h.html │ │ ├── _e_c_sine_mover_8h_source.html │ │ ├── _e_c_straight_mover_8cpp.html │ │ ├── _e_c_straight_mover_8h.html │ │ ├── _e_c_straight_mover_8h_source.html │ │ ├── _edge_8cpp.html │ │ ├── _edge_8h.html │ │ ├── _edge_8h.js │ │ ├── _edge_8h_source.html │ │ ├── _entity_8cpp.html │ │ ├── _entity_8h.html │ │ ├── _entity_8h_source.html │ │ ├── _entity_controller_8cpp.html │ │ ├── _entity_controller_8h.html │ │ ├── _entity_controller_8h_source.html │ │ ├── _entity_creator_8cpp.html │ │ ├── _entity_creator_8h.html │ │ ├── _entity_creator_8h_source.html │ │ ├── _entity_sprite_8cpp.html │ │ ├── _entity_sprite_8h.html │ │ ├── _entity_sprite_8h_source.html │ │ ├── _entity_target_ability_8cpp.html │ │ ├── _entity_target_ability_8h.html │ │ ├── _entity_target_ability_8h_source.html │ │ ├── _entity_target_item_8cpp.html │ │ ├── _entity_target_item_8h.html │ │ ├── _entity_target_item_8h_source.html │ │ ├── _equipable_item_8cpp.html │ │ ├── _equipable_item_8h.html │ │ ├── _equipable_item_8h_source.html │ │ ├── _fireball_launcher_8cpp.html │ │ ├── _fireball_launcher_8h.html │ │ ├── _fireball_launcher_8h_source.html │ │ ├── _fog_weather_8cpp.html │ │ ├── _fog_weather_8h.html │ │ ├── _fog_weather_8h_source.html │ │ ├── _game_8cpp.html │ │ ├── _game_8h.html │ │ ├── _game_8h_source.html │ │ ├── _graph_8cpp.html │ │ ├── _graph_8h.html │ │ ├── _graph_8h_source.html │ │ ├── _grid_8cpp.html │ │ ├── _grid_8h.html │ │ ├── _grid_8h_source.html │ │ ├── _gui_8cpp.html │ │ ├── _gui_8h.html │ │ ├── _gui_8h_source.html │ │ ├── _inventory_8cpp.html │ │ ├── _inventory_8h.html │ │ ├── _inventory_8h_source.html │ │ ├── _inventory_user_8cpp.html │ │ ├── _inventory_user_8h.html │ │ ├── _inventory_user_8h_source.html │ │ ├── _inventory_viewer_8cpp.html │ │ ├── _inventory_viewer_8h.html │ │ ├── _inventory_viewer_8h_source.html │ │ ├── _item_8cpp.html │ │ ├── _item_8h.html │ │ ├── _item_8h_source.html │ │ ├── _item_cell_8cpp.html │ │ ├── _item_cell_8h.html │ │ ├── _item_cell_8h_source.html │ │ ├── _item_gold_8cpp.html │ │ ├── _item_gold_8h.html │ │ ├── _item_gold_8h_source.html │ │ ├── _item_health_potion_8cpp.html │ │ ├── _item_health_potion_8h.html │ │ ├── _item_health_potion_8h_source.html │ │ ├── _item_pushback_8cpp.html │ │ ├── _item_pushback_8h.html │ │ ├── _item_pushback_8h_source.html │ │ ├── _item_rain_of_spears_8cpp.html │ │ ├── _item_rain_of_spears_8h.html │ │ ├── _item_rain_of_spears_8h_source.html │ │ ├── _item_shards_of_fire_8cpp.html │ │ ├── _item_shards_of_fire_8h.html │ │ ├── _item_shards_of_fire_8h_source.html │ │ ├── _item_teleport_8cpp.html │ │ ├── _item_teleport_8h.html │ │ ├── _item_teleport_8h_source.html │ │ ├── _label_8cpp.html │ │ ├── _label_8h.html │ │ ├── _label_8h_source.html │ │ ├── _m_c_spawner_8cpp.html │ │ ├── _m_c_spawner_8h.html │ │ ├── _m_c_spawner_8h_source.html │ │ ├── _map_8cpp.html │ │ ├── _map_8h.html │ │ ├── _map_8h_source.html │ │ ├── _map_grid_8cpp.html │ │ ├── _map_grid_8h.html │ │ ├── _map_grid_8h_source.html │ │ ├── _melee_weapon_8cpp.html │ │ ├── _melee_weapon_8h.html │ │ ├── _melee_weapon_8h_source.html │ │ ├── _melee_weapon_slot_8cpp.html │ │ ├── _melee_weapon_slot_8h.html │ │ ├── _melee_weapon_slot_8h_source.html │ │ ├── _no_target_ability_8cpp.html │ │ ├── _no_target_ability_8h.html │ │ ├── _no_target_ability_8h_source.html │ │ ├── _no_target_item_8cpp.html │ │ ├── _no_target_item_8h.html │ │ ├── _no_target_item_8h_source.html │ │ ├── _node_8cpp.html │ │ ├── _node_8h.html │ │ ├── _node_8h.js │ │ ├── _node_8h_source.html │ │ ├── _panel_8cpp.html │ │ ├── _panel_8h.html │ │ ├── _panel_8h_source.html │ │ ├── _path_grid_8cpp.html │ │ ├── _path_grid_8h.html │ │ ├── _path_grid_8h_source.html │ │ ├── _pathing_map_8cpp.html │ │ ├── _pathing_map_8h.html │ │ ├── _pathing_map_8h.js │ │ ├── _pathing_map_8h_source.html │ │ ├── _playing_animation_info_8cpp.html │ │ ├── _playing_animation_info_8h.html │ │ ├── _playing_animation_info_8h_source.html │ │ ├── _point_target_ability_8cpp.html │ │ ├── _point_target_ability_8h.html │ │ ├── _point_target_ability_8h_source.html │ │ ├── _point_target_item_8cpp.html │ │ ├── _point_target_item_8h.html │ │ ├── _point_target_item_8h_source.html │ │ ├── _pointer_grid_8cpp.html │ │ ├── _pointer_grid_8h.html │ │ ├── _pointer_grid_8h_source.html │ │ ├── _positional_sound_8cpp.html │ │ ├── _positional_sound_8h.html │ │ ├── _positional_sound_8h_source.html │ │ ├── _projectile_8cpp.html │ │ ├── _projectile_8h.html │ │ ├── _projectile_8h_source.html │ │ ├── _qt_utilities_8cpp.html │ │ ├── _qt_utilities_8cpp.js │ │ ├── _qt_utilities_8h.html │ │ ├── _qt_utilities_8h.js │ │ ├── _qt_utilities_8h_source.html │ │ ├── _quest_8cpp.html │ │ ├── _quest_8h.html │ │ ├── _quest_8h.js │ │ ├── _quest_8h_source.html │ │ ├── _quest_acceptor_8cpp.html │ │ ├── _quest_acceptor_8h.html │ │ ├── _quest_acceptor_8h_source.html │ │ ├── _quest_viewer_8cpp.html │ │ ├── _quest_viewer_8h.html │ │ ├── _quest_viewer_8h_source.html │ │ ├── _quests_8cpp.html │ │ ├── _quests_8h.html │ │ ├── _quests_8h_source.html │ │ ├── _rain_of_spears_ability_8cpp.html │ │ ├── _rain_of_spears_ability_8h.html │ │ ├── _rain_of_spears_ability_8h_source.html │ │ ├── _rain_weather_8cpp.html │ │ ├── _rain_weather_8h.html │ │ ├── _rain_weather_8h_source.html │ │ ├── _random_generator_8cpp.html │ │ ├── _random_generator_8h.html │ │ ├── _random_generator_8h_source.html │ │ ├── _random_image_entity_8cpp.html │ │ ├── _random_image_entity_8h.html │ │ ├── _random_image_entity_8h_source.html │ │ ├── _ranged_weapon_8cpp.html │ │ ├── _ranged_weapon_8h.html │ │ ├── _ranged_weapon_8h_source.html │ │ ├── _ranged_weapon_slot_8cpp.html │ │ ├── _ranged_weapon_slot_8h.html │ │ ├── _ranged_weapon_slot_8h_source.html │ │ ├── _s_t_l_wrappers_8h.html │ │ ├── _s_t_l_wrappers_8h.js │ │ ├── _s_t_l_wrappers_8h_source.html │ │ ├── _scroll_bar_8cpp.html │ │ ├── _scroll_bar_8h.html │ │ ├── _scroll_bar_8h_source.html │ │ ├── _scroll_window_8cpp.html │ │ ├── _scroll_window_8h.html │ │ ├── _scroll_window_8h_source.html │ │ ├── _shards_of_fire_ability_8cpp.html │ │ ├── _shards_of_fire_ability_8h.html │ │ ├── _shards_of_fire_ability_8h_source.html │ │ ├── _shop_behavior_no_cost_8cpp.html │ │ ├── _shop_behavior_no_cost_8h.html │ │ ├── _shop_behavior_no_cost_8h_source.html │ │ ├── _shop_gui_8cpp.html │ │ ├── _shop_gui_8h.html │ │ ├── _shop_gui_8h_source.html │ │ ├── _shop_gui_behavior_8cpp.html │ │ ├── _shop_gui_behavior_8h.html │ │ ├── _shop_gui_behavior_8h_source.html │ │ ├── _slot_8cpp.html │ │ ├── _slot_8h.html │ │ ├── _slot_8h_source.html │ │ ├── _snow_weather_8cpp.html │ │ ├── _snow_weather_8h.html │ │ ├── _snow_weather_8h_source.html │ │ ├── _sound_8cpp.html │ │ ├── _sound_8h.html │ │ ├── _sound_8h_source.html │ │ ├── _spear_8cpp.html │ │ ├── _spear_8h.html │ │ ├── _spear_8h_source.html │ │ ├── _spear_projectile_8cpp.html │ │ ├── _spear_projectile_8h.html │ │ ├── _spear_projectile_8h_source.html │ │ ├── _sprite_8cpp.html │ │ ├── _sprite_8h.html │ │ ├── _sprite_8h_source.html │ │ ├── _sprite_sheet_8cpp.html │ │ ├── _sprite_sheet_8h.html │ │ ├── _sprite_sheet_8h_source.html │ │ ├── _terrain_layer_8cpp.html │ │ ├── _terrain_layer_8h.html │ │ ├── _terrain_layer_8h_source.html │ │ ├── _top_down_sprite_8cpp.html │ │ ├── _top_down_sprite_8h.html │ │ ├── _top_down_sprite_8h_source.html │ │ ├── _tree_8cpp.html │ │ ├── _tree_8h.html │ │ ├── _tree_8h_source.html │ │ ├── _utilities_8cpp.html │ │ ├── _utilities_8h.html │ │ ├── _utilities_8h.js │ │ ├── _utilities_8h_source.html │ │ ├── _weapon_8cpp.html │ │ ├── _weapon_8h.html │ │ ├── _weapon_8h_source.html │ │ ├── _weapon_slot_8cpp.html │ │ ├── _weapon_slot_8h.html │ │ ├── _weapon_slot_8h_source.html │ │ ├── _weather_effect_8cpp.html │ │ ├── _weather_effect_8h.html │ │ ├── _weather_effect_8h_source.html │ │ ├── annotated.html │ │ ├── annotated_dup.js │ │ ├── bc_s.png │ │ ├── bdwn.png │ │ ├── classes.html │ │ ├── classqge_1_1_ability-members.html │ │ ├── classqge_1_1_ability.html │ │ ├── classqge_1_1_ability.js │ │ ├── classqge_1_1_ability.png │ │ ├── classqge_1_1_ability_cell-members.html │ │ ├── classqge_1_1_ability_cell.html │ │ ├── classqge_1_1_ability_cell.js │ │ ├── classqge_1_1_ability_cell.png │ │ ├── classqge_1_1_angled_sprite-members.html │ │ ├── classqge_1_1_angled_sprite.html │ │ ├── classqge_1_1_angled_sprite.js │ │ ├── classqge_1_1_angled_sprite.png │ │ ├── classqge_1_1_animation-members.html │ │ ├── classqge_1_1_animation.html │ │ ├── classqge_1_1_animation.js │ │ ├── classqge_1_1_animation.png │ │ ├── classqge_1_1_animation_attack-members.html │ │ ├── classqge_1_1_animation_attack.html │ │ ├── classqge_1_1_animation_attack.js │ │ ├── classqge_1_1_animation_attack.png │ │ ├── classqge_1_1_async_shortest_path_finder-members.html │ │ ├── classqge_1_1_async_shortest_path_finder.html │ │ ├── classqge_1_1_async_shortest_path_finder.js │ │ ├── classqge_1_1_async_shortest_path_finder.png │ │ ├── classqge_1_1_axe-members.html │ │ ├── classqge_1_1_axe.html │ │ ├── classqge_1_1_axe.js │ │ ├── classqge_1_1_axe.png │ │ ├── classqge_1_1_bar-members.html │ │ ├── classqge_1_1_bar.html │ │ ├── classqge_1_1_bar.js │ │ ├── classqge_1_1_bar.png │ │ ├── classqge_1_1_body_thrust-members.html │ │ ├── classqge_1_1_body_thrust.html │ │ ├── classqge_1_1_body_thrust.js │ │ ├── classqge_1_1_body_thrust.png │ │ ├── classqge_1_1_bow-members.html │ │ ├── classqge_1_1_bow.html │ │ ├── classqge_1_1_bow.js │ │ ├── classqge_1_1_bow.png │ │ ├── classqge_1_1_button-members.html │ │ ├── classqge_1_1_button.html │ │ ├── classqge_1_1_button.js │ │ ├── classqge_1_1_button.png │ │ ├── classqge_1_1_c_b_damage-members.html │ │ ├── classqge_1_1_c_b_damage.html │ │ ├── classqge_1_1_c_b_damage.js │ │ ├── classqge_1_1_c_b_damage.png │ │ ├── classqge_1_1_c_health_shower-members.html │ │ ├── classqge_1_1_c_health_shower.html │ │ ├── classqge_1_1_c_health_shower.js │ │ ├── classqge_1_1_c_health_shower.png │ │ ├── classqge_1_1_c_item_dropper-members.html │ │ ├── classqge_1_1_c_item_dropper.html │ │ ├── classqge_1_1_c_item_dropper.js │ │ ├── classqge_1_1_c_item_dropper.png │ │ ├── classqge_1_1_choice-members.html │ │ ├── classqge_1_1_choice.html │ │ ├── classqge_1_1_choice.js │ │ ├── classqge_1_1_collision_behavior-members.html │ │ ├── classqge_1_1_collision_behavior.html │ │ ├── classqge_1_1_collision_behavior.js │ │ ├── classqge_1_1_collision_behavior.png │ │ ├── classqge_1_1_count_expiring_timer-members.html │ │ ├── classqge_1_1_count_expiring_timer.html │ │ ├── classqge_1_1_count_expiring_timer.js │ │ ├── classqge_1_1_count_expiring_timer.png │ │ ├── classqge_1_1_d_r_b_destroy_projectile-members.html │ │ ├── classqge_1_1_d_r_b_destroy_projectile.html │ │ ├── classqge_1_1_d_r_b_destroy_projectile.js │ │ ├── classqge_1_1_d_r_b_destroy_projectile.png │ │ ├── classqge_1_1_dest_reached_behavior-members.html │ │ ├── classqge_1_1_dest_reached_behavior.html │ │ ├── classqge_1_1_dest_reached_behavior.js │ │ ├── classqge_1_1_dest_reached_behavior.png │ │ ├── classqge_1_1_dialog_gui-members.html │ │ ├── classqge_1_1_dialog_gui.html │ │ ├── classqge_1_1_dialog_gui.js │ │ ├── classqge_1_1_dialog_gui.png │ │ ├── classqge_1_1_e_c_attacker-members.html │ │ ├── classqge_1_1_e_c_attacker.html │ │ ├── classqge_1_1_e_c_attacker.js │ │ ├── classqge_1_1_e_c_attacker.png │ │ ├── classqge_1_1_e_c_body_thruster-members.html │ │ ├── classqge_1_1_e_c_body_thruster.html │ │ ├── classqge_1_1_e_c_body_thruster.js │ │ ├── classqge_1_1_e_c_body_thruster.png │ │ ├── classqge_1_1_e_c_camera_follower-members.html │ │ ├── classqge_1_1_e_c_camera_follower.html │ │ ├── classqge_1_1_e_c_camera_follower.js │ │ ├── classqge_1_1_e_c_camera_follower.png │ │ ├── classqge_1_1_e_c_chaser-members.html │ │ ├── classqge_1_1_e_c_chaser.html │ │ ├── classqge_1_1_e_c_chaser.js │ │ ├── classqge_1_1_e_c_chaser.png │ │ ├── classqge_1_1_e_c_current_map_grabber-members.html │ │ ├── classqge_1_1_e_c_current_map_grabber.html │ │ ├── classqge_1_1_e_c_current_map_grabber.js │ │ ├── classqge_1_1_e_c_current_map_grabber.png │ │ ├── classqge_1_1_e_c_field_of_view_emitter-members.html │ │ ├── classqge_1_1_e_c_field_of_view_emitter.html │ │ ├── classqge_1_1_e_c_field_of_view_emitter.js │ │ ├── classqge_1_1_e_c_field_of_view_emitter.png │ │ ├── classqge_1_1_e_c_gui_shower-members.html │ │ ├── classqge_1_1_e_c_gui_shower.html │ │ ├── classqge_1_1_e_c_gui_shower.js │ │ ├── classqge_1_1_e_c_gui_shower.png │ │ ├── classqge_1_1_e_c_item_picker_upper-members.html │ │ ├── classqge_1_1_e_c_item_picker_upper.html │ │ ├── classqge_1_1_e_c_item_picker_upper.js │ │ ├── classqge_1_1_e_c_item_picker_upper.png │ │ ├── classqge_1_1_e_c_keyboard_mover4_directional-members.html │ │ ├── classqge_1_1_e_c_keyboard_mover4_directional.html │ │ ├── classqge_1_1_e_c_keyboard_mover4_directional.js │ │ ├── classqge_1_1_e_c_keyboard_mover4_directional.png │ │ ├── classqge_1_1_e_c_keyboard_mover8_directional-members.html │ │ ├── classqge_1_1_e_c_keyboard_mover8_directional.html │ │ ├── classqge_1_1_e_c_keyboard_mover8_directional.js │ │ ├── classqge_1_1_e_c_keyboard_mover8_directional.png │ │ ├── classqge_1_1_e_c_keyboard_mover_perspective-members.html │ │ ├── classqge_1_1_e_c_keyboard_mover_perspective.html │ │ ├── classqge_1_1_e_c_keyboard_mover_perspective.js │ │ ├── classqge_1_1_e_c_keyboard_mover_perspective.png │ │ ├── classqge_1_1_e_c_map_mover-members.html │ │ ├── classqge_1_1_e_c_map_mover.html │ │ ├── classqge_1_1_e_c_map_mover.js │ │ ├── classqge_1_1_e_c_map_mover.png │ │ ├── classqge_1_1_e_c_merchant-members.html │ │ ├── classqge_1_1_e_c_merchant.html │ │ ├── classqge_1_1_e_c_merchant.js │ │ ├── classqge_1_1_e_c_merchant.png │ │ ├── classqge_1_1_e_c_mouse_facer-members.html │ │ ├── classqge_1_1_e_c_mouse_facer.html │ │ ├── classqge_1_1_e_c_mouse_facer.js │ │ ├── classqge_1_1_e_c_mouse_facer.png │ │ ├── classqge_1_1_e_c_mover-members.html │ │ ├── classqge_1_1_e_c_mover.html │ │ ├── classqge_1_1_e_c_mover.js │ │ ├── classqge_1_1_e_c_mover.png │ │ ├── classqge_1_1_e_c_path_mover-members.html │ │ ├── classqge_1_1_e_c_path_mover.html │ │ ├── classqge_1_1_e_c_path_mover.js │ │ ├── classqge_1_1_e_c_path_mover.png │ │ ├── classqge_1_1_e_c_rotater-members.html │ │ ├── classqge_1_1_e_c_rotater.html │ │ ├── classqge_1_1_e_c_rotater.js │ │ ├── classqge_1_1_e_c_rotater.png │ │ ├── classqge_1_1_edge-members.html │ │ ├── classqge_1_1_edge.html │ │ ├── classqge_1_1_edge.js │ │ ├── classqge_1_1_entity-members.html │ │ ├── classqge_1_1_entity.html │ │ ├── classqge_1_1_entity.js │ │ ├── classqge_1_1_entity.png │ │ ├── classqge_1_1_entity_controller-members.html │ │ ├── classqge_1_1_entity_controller.html │ │ ├── classqge_1_1_entity_controller.js │ │ ├── classqge_1_1_entity_controller.png │ │ ├── classqge_1_1_entity_creator-members.html │ │ ├── classqge_1_1_entity_creator.html │ │ ├── classqge_1_1_entity_creator.js │ │ ├── classqge_1_1_entity_sprite-members.html │ │ ├── classqge_1_1_entity_sprite.html │ │ ├── classqge_1_1_entity_sprite.js │ │ ├── classqge_1_1_entity_sprite.png │ │ ├── classqge_1_1_entity_target_ability-members.html │ │ ├── classqge_1_1_entity_target_ability.html │ │ ├── classqge_1_1_entity_target_ability.js │ │ ├── classqge_1_1_entity_target_ability.png │ │ ├── classqge_1_1_entity_target_item-members.html │ │ ├── classqge_1_1_entity_target_item.html │ │ ├── classqge_1_1_entity_target_item.js │ │ ├── classqge_1_1_entity_target_item.png │ │ ├── classqge_1_1_equipable_item-members.html │ │ ├── classqge_1_1_equipable_item.html │ │ ├── classqge_1_1_equipable_item.js │ │ ├── classqge_1_1_equipable_item.png │ │ ├── classqge_1_1_fireball_launcher-members.html │ │ ├── classqge_1_1_fireball_launcher.html │ │ ├── classqge_1_1_fireball_launcher.js │ │ ├── classqge_1_1_fireball_launcher.png │ │ ├── classqge_1_1_fog_weather-members.html │ │ ├── classqge_1_1_fog_weather.html │ │ ├── classqge_1_1_fog_weather.js │ │ ├── classqge_1_1_fog_weather.png │ │ ├── classqge_1_1_game-members.html │ │ ├── classqge_1_1_game.html │ │ ├── classqge_1_1_game.js │ │ ├── classqge_1_1_game.png │ │ ├── classqge_1_1_graph-members.html │ │ ├── classqge_1_1_graph.html │ │ ├── classqge_1_1_graph.js │ │ ├── classqge_1_1_grid-members.html │ │ ├── classqge_1_1_grid.html │ │ ├── classqge_1_1_grid.js │ │ ├── classqge_1_1_gui-members.html │ │ ├── classqge_1_1_gui.html │ │ ├── classqge_1_1_gui.js │ │ ├── classqge_1_1_gui.png │ │ ├── classqge_1_1_inventory-members.html │ │ ├── classqge_1_1_inventory.html │ │ ├── classqge_1_1_inventory.js │ │ ├── classqge_1_1_inventory.png │ │ ├── classqge_1_1_inventory_user-members.html │ │ ├── classqge_1_1_inventory_user.html │ │ ├── classqge_1_1_inventory_user.js │ │ ├── classqge_1_1_inventory_user.png │ │ ├── classqge_1_1_inventory_viewer-members.html │ │ ├── classqge_1_1_inventory_viewer.html │ │ ├── classqge_1_1_inventory_viewer.js │ │ ├── classqge_1_1_inventory_viewer.png │ │ ├── classqge_1_1_item-members.html │ │ ├── classqge_1_1_item.html │ │ ├── classqge_1_1_item.js │ │ ├── classqge_1_1_item.png │ │ ├── classqge_1_1_item_cell-members.html │ │ ├── classqge_1_1_item_cell.html │ │ ├── classqge_1_1_item_cell.js │ │ ├── classqge_1_1_item_cell.png │ │ ├── classqge_1_1_item_gold-members.html │ │ ├── classqge_1_1_item_gold.html │ │ ├── classqge_1_1_item_gold.js │ │ ├── classqge_1_1_item_gold.png │ │ ├── classqge_1_1_item_health_potion-members.html │ │ ├── classqge_1_1_item_health_potion.html │ │ ├── classqge_1_1_item_health_potion.js │ │ ├── classqge_1_1_item_health_potion.png │ │ ├── classqge_1_1_item_pushback-members.html │ │ ├── classqge_1_1_item_pushback.html │ │ ├── classqge_1_1_item_pushback.js │ │ ├── classqge_1_1_item_pushback.png │ │ ├── classqge_1_1_item_rain_of_spears-members.html │ │ ├── classqge_1_1_item_rain_of_spears.html │ │ ├── classqge_1_1_item_rain_of_spears.js │ │ ├── classqge_1_1_item_rain_of_spears.png │ │ ├── classqge_1_1_item_shards_of_fire-members.html │ │ ├── classqge_1_1_item_shards_of_fire.html │ │ ├── classqge_1_1_item_shards_of_fire.js │ │ ├── classqge_1_1_item_shards_of_fire.png │ │ ├── classqge_1_1_item_teleport-members.html │ │ ├── classqge_1_1_item_teleport.html │ │ ├── classqge_1_1_item_teleport.js │ │ ├── classqge_1_1_item_teleport.png │ │ ├── classqge_1_1_label-members.html │ │ ├── classqge_1_1_label.html │ │ ├── classqge_1_1_label.js │ │ ├── classqge_1_1_label.png │ │ ├── classqge_1_1_m_c_spawner-members.html │ │ ├── classqge_1_1_m_c_spawner.html │ │ ├── classqge_1_1_m_c_spawner.js │ │ ├── classqge_1_1_m_c_spawner.png │ │ ├── classqge_1_1_map-members.html │ │ ├── classqge_1_1_map.html │ │ ├── classqge_1_1_map.js │ │ ├── classqge_1_1_map.png │ │ ├── classqge_1_1_map_grid-members.html │ │ ├── classqge_1_1_map_grid.html │ │ ├── classqge_1_1_map_grid.js │ │ ├── classqge_1_1_melee_weapon-members.html │ │ ├── classqge_1_1_melee_weapon.html │ │ ├── classqge_1_1_melee_weapon.js │ │ ├── classqge_1_1_melee_weapon.png │ │ ├── classqge_1_1_melee_weapon_slot-members.html │ │ ├── classqge_1_1_melee_weapon_slot.html │ │ ├── classqge_1_1_melee_weapon_slot.js │ │ ├── classqge_1_1_melee_weapon_slot.png │ │ ├── classqge_1_1_no_target_ability-members.html │ │ ├── classqge_1_1_no_target_ability.html │ │ ├── classqge_1_1_no_target_ability.js │ │ ├── classqge_1_1_no_target_ability.png │ │ ├── classqge_1_1_no_target_item-members.html │ │ ├── classqge_1_1_no_target_item.html │ │ ├── classqge_1_1_no_target_item.js │ │ ├── classqge_1_1_no_target_item.png │ │ ├── classqge_1_1_node-members.html │ │ ├── classqge_1_1_node.html │ │ ├── classqge_1_1_node.js │ │ ├── classqge_1_1_panel-members.html │ │ ├── classqge_1_1_panel.html │ │ ├── classqge_1_1_panel.js │ │ ├── classqge_1_1_panel.png │ │ ├── classqge_1_1_path_grid-members.html │ │ ├── classqge_1_1_path_grid.html │ │ ├── classqge_1_1_path_grid.js │ │ ├── classqge_1_1_pathing_map-members.html │ │ ├── classqge_1_1_pathing_map.html │ │ ├── classqge_1_1_pathing_map.js │ │ ├── classqge_1_1_playing_animation_info-members.html │ │ ├── classqge_1_1_playing_animation_info.html │ │ ├── classqge_1_1_playing_animation_info.js │ │ ├── classqge_1_1_point_target_ability-members.html │ │ ├── classqge_1_1_point_target_ability.html │ │ ├── classqge_1_1_point_target_ability.js │ │ ├── classqge_1_1_point_target_ability.png │ │ ├── classqge_1_1_point_target_item-members.html │ │ ├── classqge_1_1_point_target_item.html │ │ ├── classqge_1_1_point_target_item.js │ │ ├── classqge_1_1_point_target_item.png │ │ ├── classqge_1_1_positional_sound-members.html │ │ ├── classqge_1_1_positional_sound.html │ │ ├── classqge_1_1_positional_sound.js │ │ ├── classqge_1_1_positional_sound.png │ │ ├── classqge_1_1_quest-members.html │ │ ├── classqge_1_1_quest.html │ │ ├── classqge_1_1_quest.js │ │ ├── classqge_1_1_quest.png │ │ ├── classqge_1_1_quest_acceptor-members.html │ │ ├── classqge_1_1_quest_acceptor.html │ │ ├── classqge_1_1_quest_acceptor.js │ │ ├── classqge_1_1_quest_acceptor.png │ │ ├── classqge_1_1_quest_viewer-members.html │ │ ├── classqge_1_1_quest_viewer.html │ │ ├── classqge_1_1_quest_viewer.js │ │ ├── classqge_1_1_quest_viewer.png │ │ ├── classqge_1_1_quests-members.html │ │ ├── classqge_1_1_quests.html │ │ ├── classqge_1_1_quests.js │ │ ├── classqge_1_1_quests.png │ │ ├── classqge_1_1_rain_of_spears_ability-members.html │ │ ├── classqge_1_1_rain_of_spears_ability.html │ │ ├── classqge_1_1_rain_of_spears_ability.js │ │ ├── classqge_1_1_rain_of_spears_ability.png │ │ ├── classqge_1_1_rain_weather-members.html │ │ ├── classqge_1_1_rain_weather.html │ │ ├── classqge_1_1_rain_weather.js │ │ ├── classqge_1_1_rain_weather.png │ │ ├── classqge_1_1_random_generator-members.html │ │ ├── classqge_1_1_random_generator.html │ │ ├── classqge_1_1_random_generator.js │ │ ├── classqge_1_1_random_image_entity-members.html │ │ ├── classqge_1_1_random_image_entity.html │ │ ├── classqge_1_1_random_image_entity.js │ │ ├── classqge_1_1_random_image_entity.png │ │ ├── classqge_1_1_ranged_weapon-members.html │ │ ├── classqge_1_1_ranged_weapon.html │ │ ├── classqge_1_1_ranged_weapon.js │ │ ├── classqge_1_1_ranged_weapon.png │ │ ├── classqge_1_1_ranged_weapon_slot-members.html │ │ ├── classqge_1_1_ranged_weapon_slot.html │ │ ├── classqge_1_1_ranged_weapon_slot.js │ │ ├── classqge_1_1_ranged_weapon_slot.png │ │ ├── classqge_1_1_response-members.html │ │ ├── classqge_1_1_response.html │ │ ├── classqge_1_1_response.js │ │ ├── classqge_1_1_scroll_bar-members.html │ │ ├── classqge_1_1_scroll_bar.html │ │ ├── classqge_1_1_scroll_bar.js │ │ ├── classqge_1_1_scroll_bar.png │ │ ├── classqge_1_1_scroll_window-members.html │ │ ├── classqge_1_1_scroll_window.html │ │ ├── classqge_1_1_scroll_window.js │ │ ├── classqge_1_1_scroll_window.png │ │ ├── classqge_1_1_shards_of_fire_ability-members.html │ │ ├── classqge_1_1_shards_of_fire_ability.html │ │ ├── classqge_1_1_shards_of_fire_ability.js │ │ ├── classqge_1_1_shards_of_fire_ability.png │ │ ├── classqge_1_1_shop_behavior_no_cost-members.html │ │ ├── classqge_1_1_shop_behavior_no_cost.html │ │ ├── classqge_1_1_shop_behavior_no_cost.js │ │ ├── classqge_1_1_shop_behavior_no_cost.png │ │ ├── classqge_1_1_shop_gui-members.html │ │ ├── classqge_1_1_shop_gui.html │ │ ├── classqge_1_1_shop_gui.js │ │ ├── classqge_1_1_shop_gui.png │ │ ├── classqge_1_1_shop_gui_behavior-members.html │ │ ├── classqge_1_1_shop_gui_behavior.html │ │ ├── classqge_1_1_shop_gui_behavior.js │ │ ├── classqge_1_1_shop_gui_behavior.png │ │ ├── classqge_1_1_slot-members.html │ │ ├── classqge_1_1_slot.html │ │ ├── classqge_1_1_slot.js │ │ ├── classqge_1_1_slot.png │ │ ├── classqge_1_1_snow_weather-members.html │ │ ├── classqge_1_1_snow_weather.html │ │ ├── classqge_1_1_snow_weather.js │ │ ├── classqge_1_1_snow_weather.png │ │ ├── classqge_1_1_sound-members.html │ │ ├── classqge_1_1_sound.html │ │ ├── classqge_1_1_sound.js │ │ ├── classqge_1_1_sound.png │ │ ├── classqge_1_1_spear-members.html │ │ ├── classqge_1_1_spear.html │ │ ├── classqge_1_1_spear.js │ │ ├── classqge_1_1_spear.png │ │ ├── classqge_1_1_spear_projectile-members.html │ │ ├── classqge_1_1_spear_projectile.html │ │ ├── classqge_1_1_spear_projectile.js │ │ ├── classqge_1_1_spear_projectile.png │ │ ├── classqge_1_1_sprite-members.html │ │ ├── classqge_1_1_sprite.html │ │ ├── classqge_1_1_sprite.js │ │ ├── classqge_1_1_sprite.png │ │ ├── classqge_1_1_sprite_sheet-members.html │ │ ├── classqge_1_1_sprite_sheet.html │ │ ├── classqge_1_1_sprite_sheet.js │ │ ├── classqge_1_1_terrain_layer-members.html │ │ ├── classqge_1_1_terrain_layer.html │ │ ├── classqge_1_1_terrain_layer.js │ │ ├── classqge_1_1_top_down_sprite-members.html │ │ ├── classqge_1_1_top_down_sprite.html │ │ ├── classqge_1_1_top_down_sprite.js │ │ ├── classqge_1_1_top_down_sprite.png │ │ ├── classqge_1_1_tree-members.html │ │ ├── classqge_1_1_tree.html │ │ ├── classqge_1_1_tree.js │ │ ├── classqge_1_1_weapon-members.html │ │ ├── classqge_1_1_weapon.html │ │ ├── classqge_1_1_weapon.js │ │ ├── classqge_1_1_weapon.png │ │ ├── classqge_1_1_weapon_slot-members.html │ │ ├── classqge_1_1_weapon_slot.html │ │ ├── classqge_1_1_weapon_slot.js │ │ ├── classqge_1_1_weapon_slot.png │ │ ├── classqge_1_1_weather_effect-members.html │ │ ├── classqge_1_1_weather_effect.html │ │ ├── classqge_1_1_weather_effect.js │ │ ├── classqge_1_1_weather_effect.png │ │ ├── classqge_1_1_worker-members.html │ │ ├── classqge_1_1_worker.html │ │ ├── classqge_1_1_worker.js │ │ ├── classqge_1_1_worker.png │ │ ├── closed.png │ │ ├── conventions.html │ │ ├── conventions_8md.html │ │ ├── dir_89215f22354dc79a74704196b9d9d4c5.html │ │ ├── dir_89215f22354dc79a74704196b9d9d4c5.js │ │ ├── doc.png │ │ ├── doxygen.css │ │ ├── doxygen.png │ │ ├── dynsections.js │ │ ├── file_folder_orginization.html │ │ ├── file_folder_orginization_8md.html │ │ ├── files.html │ │ ├── files.js │ │ ├── folderclosed.png │ │ ├── folderopen.png │ │ ├── functions.html │ │ ├── functions_0x7e.html │ │ ├── functions_b.html │ │ ├── functions_c.html │ │ ├── functions_d.html │ │ ├── functions_dup.js │ │ ├── functions_e.html │ │ ├── functions_enum.html │ │ ├── functions_eval.html │ │ ├── functions_f.html │ │ ├── functions_func.html │ │ ├── functions_func.js │ │ ├── functions_func_0x7e.html │ │ ├── functions_func_b.html │ │ ├── functions_func_c.html │ │ ├── functions_func_d.html │ │ ├── functions_func_e.html │ │ ├── functions_func_f.html │ │ ├── functions_func_g.html │ │ ├── functions_func_h.html │ │ ├── functions_func_i.html │ │ ├── functions_func_k.html │ │ ├── functions_func_l.html │ │ ├── functions_func_m.html │ │ ├── functions_func_n.html │ │ ├── functions_func_o.html │ │ ├── functions_func_p.html │ │ ├── functions_func_q.html │ │ ├── functions_func_r.html │ │ ├── functions_func_s.html │ │ ├── functions_func_t.html │ │ ├── functions_func_u.html │ │ ├── functions_func_v.html │ │ ├── functions_func_w.html │ │ ├── functions_func_x.html │ │ ├── functions_func_y.html │ │ ├── functions_func_z.html │ │ ├── functions_g.html │ │ ├── functions_h.html │ │ ├── functions_i.html │ │ ├── functions_k.html │ │ ├── functions_l.html │ │ ├── functions_m.html │ │ ├── functions_n.html │ │ ├── functions_o.html │ │ ├── functions_p.html │ │ ├── functions_q.html │ │ ├── functions_r.html │ │ ├── functions_rela.html │ │ ├── functions_s.html │ │ ├── functions_t.html │ │ ├── functions_u.html │ │ ├── functions_v.html │ │ ├── functions_vars.html │ │ ├── functions_w.html │ │ ├── functions_x.html │ │ ├── functions_y.html │ │ ├── functions_z.html │ │ ├── hierarchy.html │ │ ├── hierarchy.js │ │ ├── how_to_generate_documentation.html │ │ ├── how_to_generate_documentation_8md.html │ │ ├── how_to_use_q_g_e_in_your_project_8md.html │ │ ├── index.html │ │ ├── jquery.js │ │ ├── logo.svg │ │ ├── mainpage_8md.html │ │ ├── md_pages_how_to_use_q_g_e_in_your_project.html │ │ ├── namespace_s_t_l_wrappers.html │ │ ├── namespacemembers.html │ │ ├── namespacemembers_enum.html │ │ ├── namespacemembers_func.html │ │ ├── namespaceqge.html │ │ ├── namespaceqge.js │ │ ├── namespaceqge_1_1_qt_utils.html │ │ ├── namespaces.html │ │ ├── namespaces.js │ │ ├── namespacestd.html │ │ ├── namespacestd.js │ │ ├── nav_f.png │ │ ├── nav_g.png │ │ ├── nav_h.png │ │ ├── navtree.css │ │ ├── navtree.js │ │ ├── navtreedata.js │ │ ├── navtreeindex0.js │ │ ├── navtreeindex1.js │ │ ├── navtreeindex2.js │ │ ├── navtreeindex3.js │ │ ├── navtreeindex4.js │ │ ├── navtreeindex5.js │ │ ├── navtreeindex6.js │ │ ├── open.png │ │ ├── pages.html │ │ ├── qge_developer_docs.html │ │ ├── qge_developer_docs.js │ │ ├── qge_developer_docs_8md.html │ │ ├── resize.js │ │ ├── search │ │ ├── all_0.html │ │ ├── all_0.js │ │ ├── all_1.html │ │ ├── all_1.js │ │ ├── all_10.html │ │ ├── all_10.js │ │ ├── all_11.html │ │ ├── all_11.js │ │ ├── all_12.html │ │ ├── all_12.js │ │ ├── all_13.html │ │ ├── all_13.js │ │ ├── all_14.html │ │ ├── all_14.js │ │ ├── all_15.html │ │ ├── all_15.js │ │ ├── all_16.html │ │ ├── all_16.js │ │ ├── all_17.html │ │ ├── all_17.js │ │ ├── all_18.html │ │ ├── all_18.js │ │ ├── all_19.html │ │ ├── all_19.js │ │ ├── all_2.html │ │ ├── all_2.js │ │ ├── all_3.html │ │ ├── all_3.js │ │ ├── all_4.html │ │ ├── all_4.js │ │ ├── all_5.html │ │ ├── all_5.js │ │ ├── all_6.html │ │ ├── all_6.js │ │ ├── all_7.html │ │ ├── all_7.js │ │ ├── all_8.html │ │ ├── all_8.js │ │ ├── all_9.html │ │ ├── all_9.js │ │ ├── all_a.html │ │ ├── all_a.js │ │ ├── all_b.html │ │ ├── all_b.js │ │ ├── all_c.html │ │ ├── all_c.js │ │ ├── all_d.html │ │ ├── all_d.js │ │ ├── all_e.html │ │ ├── all_e.js │ │ ├── all_f.html │ │ ├── all_f.js │ │ ├── classes_0.html │ │ ├── classes_0.js │ │ ├── classes_1.html │ │ ├── classes_1.js │ │ ├── classes_10.html │ │ ├── classes_10.js │ │ ├── classes_11.html │ │ ├── classes_11.js │ │ ├── classes_2.html │ │ ├── classes_2.js │ │ ├── classes_3.html │ │ ├── classes_3.js │ │ ├── classes_4.html │ │ ├── classes_4.js │ │ ├── classes_5.html │ │ ├── classes_5.js │ │ ├── classes_6.html │ │ ├── classes_6.js │ │ ├── classes_7.html │ │ ├── classes_7.js │ │ ├── classes_8.html │ │ ├── classes_8.js │ │ ├── classes_9.html │ │ ├── classes_9.js │ │ ├── classes_a.html │ │ ├── classes_a.js │ │ ├── classes_b.html │ │ ├── classes_b.js │ │ ├── classes_c.html │ │ ├── classes_c.js │ │ ├── classes_d.html │ │ ├── classes_d.js │ │ ├── classes_e.html │ │ ├── classes_e.js │ │ ├── classes_f.html │ │ ├── classes_f.js │ │ ├── close.png │ │ ├── enums_0.html │ │ ├── enums_0.js │ │ ├── enums_1.html │ │ ├── enums_1.js │ │ ├── enums_2.html │ │ ├── enums_2.js │ │ ├── enumvalues_0.html │ │ ├── enumvalues_0.js │ │ ├── enumvalues_1.html │ │ ├── enumvalues_1.js │ │ ├── enumvalues_2.html │ │ ├── enumvalues_2.js │ │ ├── enumvalues_3.html │ │ ├── enumvalues_3.js │ │ ├── enumvalues_4.html │ │ ├── enumvalues_4.js │ │ ├── enumvalues_5.html │ │ ├── enumvalues_5.js │ │ ├── files_0.html │ │ ├── files_0.js │ │ ├── files_1.html │ │ ├── files_1.js │ │ ├── files_10.html │ │ ├── files_10.js │ │ ├── files_11.html │ │ ├── files_11.js │ │ ├── files_12.html │ │ ├── files_12.js │ │ ├── files_2.html │ │ ├── files_2.js │ │ ├── files_3.html │ │ ├── files_3.js │ │ ├── files_4.html │ │ ├── files_4.js │ │ ├── files_5.html │ │ ├── files_5.js │ │ ├── files_6.html │ │ ├── files_6.js │ │ ├── files_7.html │ │ ├── files_7.js │ │ ├── files_8.html │ │ ├── files_8.js │ │ ├── files_9.html │ │ ├── files_9.js │ │ ├── files_a.html │ │ ├── files_a.js │ │ ├── files_b.html │ │ ├── files_b.js │ │ ├── files_c.html │ │ ├── files_c.js │ │ ├── files_d.html │ │ ├── files_d.js │ │ ├── files_e.html │ │ ├── files_e.js │ │ ├── files_f.html │ │ ├── files_f.js │ │ ├── functions_0.html │ │ ├── functions_0.js │ │ ├── functions_1.html │ │ ├── functions_1.js │ │ ├── functions_10.html │ │ ├── functions_10.js │ │ ├── functions_11.html │ │ ├── functions_11.js │ │ ├── functions_12.html │ │ ├── functions_12.js │ │ ├── functions_13.html │ │ ├── functions_13.js │ │ ├── functions_14.html │ │ ├── functions_14.js │ │ ├── functions_15.html │ │ ├── functions_15.js │ │ ├── functions_16.html │ │ ├── functions_16.js │ │ ├── functions_17.html │ │ ├── functions_17.js │ │ ├── functions_18.html │ │ ├── functions_18.js │ │ ├── functions_19.html │ │ ├── functions_19.js │ │ ├── functions_2.html │ │ ├── functions_2.js │ │ ├── functions_3.html │ │ ├── functions_3.js │ │ ├── functions_4.html │ │ ├── functions_4.js │ │ ├── functions_5.html │ │ ├── functions_5.js │ │ ├── functions_6.html │ │ ├── functions_6.js │ │ ├── functions_7.html │ │ ├── functions_7.js │ │ ├── functions_8.html │ │ ├── functions_8.js │ │ ├── functions_9.html │ │ ├── functions_9.js │ │ ├── functions_a.html │ │ ├── functions_a.js │ │ ├── functions_b.html │ │ ├── functions_b.js │ │ ├── functions_c.html │ │ ├── functions_c.js │ │ ├── functions_d.html │ │ ├── functions_d.js │ │ ├── functions_e.html │ │ ├── functions_e.js │ │ ├── functions_f.html │ │ ├── functions_f.js │ │ ├── mag_sel.png │ │ ├── namespaces_0.html │ │ ├── namespaces_0.js │ │ ├── namespaces_1.html │ │ ├── namespaces_1.js │ │ ├── nomatches.html │ │ ├── pages_0.html │ │ ├── pages_0.js │ │ ├── pages_1.html │ │ ├── pages_1.js │ │ ├── pages_2.html │ │ ├── pages_2.js │ │ ├── pages_3.html │ │ ├── pages_3.js │ │ ├── pages_4.html │ │ ├── pages_4.js │ │ ├── related_0.html │ │ ├── related_0.js │ │ ├── related_1.html │ │ ├── related_1.js │ │ ├── related_2.html │ │ ├── related_2.js │ │ ├── related_3.html │ │ ├── related_3.js │ │ ├── related_4.html │ │ ├── related_4.js │ │ ├── search.css │ │ ├── search.js │ │ ├── search_l.png │ │ ├── search_m.png │ │ ├── search_r.png │ │ ├── searchdata.js │ │ ├── variables_0.html │ │ ├── variables_0.js │ │ ├── variables_1.html │ │ ├── variables_1.js │ │ ├── variables_2.html │ │ ├── variables_2.js │ │ ├── variables_3.html │ │ ├── variables_3.js │ │ ├── variables_4.html │ │ ├── variables_4.js │ │ ├── variables_5.html │ │ ├── variables_5.js │ │ ├── variables_6.html │ │ ├── variables_6.js │ │ ├── variables_7.html │ │ ├── variables_7.js │ │ ├── variables_8.html │ │ ├── variables_8.js │ │ ├── variables_9.html │ │ ├── variables_9.js │ │ ├── variables_a.html │ │ └── variables_a.js │ │ ├── splitbar.png │ │ ├── structstd_1_1hash_3_01_q_pointer_3_01qge_1_1_entity_01_4_01_4-members.html │ │ ├── structstd_1_1hash_3_01_q_pointer_3_01qge_1_1_entity_01_4_01_4.html │ │ ├── structstd_1_1hash_3_01_q_pointer_3_01qge_1_1_entity_01_4_01_4.js │ │ ├── structstd_1_1hash_3_01qge_1_1_edge_01_4-members.html │ │ ├── structstd_1_1hash_3_01qge_1_1_edge_01_4.html │ │ ├── structstd_1_1hash_3_01qge_1_1_edge_01_4.js │ │ ├── structstd_1_1hash_3_01qge_1_1_node_01_4-members.html │ │ ├── structstd_1_1hash_3_01qge_1_1_node_01_4.html │ │ ├── structstd_1_1hash_3_01qge_1_1_node_01_4.js │ │ ├── structstd_1_1hash_3_01std_1_1pair_3_01qge_1_1_entity_01_5_00_01qge_1_1_entity_01_5_01_4_01_4-members.html │ │ ├── structstd_1_1hash_3_01std_1_1pair_3_01qge_1_1_entity_01_5_00_01qge_1_1_entity_01_5_01_4_01_4.html │ │ ├── structstd_1_1hash_3_01std_1_1pair_3_01qge_1_1_entity_01_5_00_01qge_1_1_entity_01_5_01_4_01_4.js │ │ ├── svgpan.js │ │ ├── sync_off.png │ │ ├── sync_on.png │ │ ├── tab_a.png │ │ ├── tab_b.png │ │ ├── tab_h.png │ │ ├── tab_s.png │ │ └── tabs.css ├── images │ ├── demoVideoSnapshot.png │ └── logo.svg └── pages │ ├── conventions.md │ ├── credits.md │ ├── fileFolderOrginization.md │ ├── howToGenerateDocumentation.md │ ├── howToUseQGEInYourProject.md │ ├── mainpage.md │ └── qgeDeveloperDocs.md ├── example projects ├── example1 │ ├── example1.pro │ └── main.cpp ├── example10 │ ├── MyQObject.cpp │ ├── MyQObject.h │ ├── example10.pro │ ├── example10.pro.user │ └── main.cpp ├── example2 │ ├── example2.pro │ └── main.cpp ├── example3 │ ├── example3.pro │ └── main.cpp ├── example4 │ ├── example4.pro │ └── main.cpp ├── example5 │ ├── example5.pro │ ├── example5.pro.user │ └── main.cpp ├── example6 │ ├── example6.pro │ ├── example6.pro.user │ └── main.cpp ├── example7 │ ├── example7.pro │ ├── example7.pro.user │ └── main.cpp ├── example8 │ ├── example8.pro │ ├── example8.pro.user │ └── main.cpp └── example9 │ ├── example9.pro │ ├── example9.pro.user │ └── main.cpp ├── qge ├── Ability.cpp ├── Ability.h ├── AbilityCell.cpp ├── AbilityCell.h ├── AngledSprite.cpp ├── AngledSprite.h ├── Animation.cpp ├── Animation.h ├── AnimationAttack.cpp ├── AnimationAttack.h ├── AsyncShortestPathFinder.cpp ├── AsyncShortestPathFinder.h ├── Axe.cpp ├── Axe.h ├── Bar.cpp ├── Bar.h ├── BodyThrust.cpp ├── BodyThrust.h ├── Bow.cpp ├── Bow.h ├── Button.cpp ├── Button.h ├── CBDamage.cpp ├── CBDamage.h ├── CHealthShower.cpp ├── CHealthShower.h ├── CItemDropper.cpp ├── CItemDropper.h ├── CollisionBehavior.cpp ├── CollisionBehavior.h ├── CountExpiringTimer.cpp ├── CountExpiringTimer.h ├── DRBDestroyProjectile.cpp ├── DRBDestroyProjectile.h ├── DestReachedBehavior.cpp ├── DestReachedBehavior.h ├── DialogGui.cpp ├── DialogGui.h ├── DiplomacyManager.cpp ├── DiplomacyManager.h ├── ECBodyThruster.cpp ├── ECBodyThruster.h ├── ECCameraFollower.cpp ├── ECCameraFollower.h ├── ECChaser.cpp ├── ECChaser.h ├── ECCurrentMapGrabber.cpp ├── ECCurrentMapGrabber.h ├── ECEnemyAttacker.cpp ├── ECEnemyAttacker.h ├── ECFieldOfViewEmitter.cpp ├── ECFieldOfViewEmitter.h ├── ECGuiShower.cpp ├── ECGuiShower.h ├── ECItemPickerUpper.cpp ├── ECItemPickerUpper.h ├── ECKeyboardMover4Directional.cpp ├── ECKeyboardMover4Directional.h ├── ECKeyboardMover8Directional.cpp ├── ECKeyboardMover8Directional.h ├── ECKeyboardMoverPerspective.cpp ├── ECKeyboardMoverPerspective.h ├── ECMapMover.cpp ├── ECMapMover.h ├── ECMerchant.cpp ├── ECMerchant.h ├── ECMouseFacer.cpp ├── ECMouseFacer.h ├── ECMover.cpp ├── ECMover.h ├── ECPathMover.cpp ├── ECPathMover.h ├── ECRotater.cpp ├── ECRotater.h ├── ECSineMover.cpp ├── ECSineMover.h ├── ECStraightMover.cpp ├── ECStraightMover.h ├── Edge.cpp ├── Edge.h ├── Entity.cpp ├── Entity.h ├── EntityController.cpp ├── EntityController.h ├── EntityCreator.cpp ├── EntityCreator.h ├── EntitySprite.cpp ├── EntitySprite.h ├── EntityTargetAbility.cpp ├── EntityTargetAbility.h ├── EntityTargetItem.cpp ├── EntityTargetItem.h ├── EquipableItem.cpp ├── EquipableItem.h ├── FireballLauncher.cpp ├── FireballLauncher.h ├── FogWeather.cpp ├── FogWeather.h ├── Game.cpp ├── Game.h ├── Graph.cpp ├── Graph.h ├── Grid.cpp ├── Grid.h ├── Gui.cpp ├── Gui.h ├── Inventory.cpp ├── Inventory.h ├── InventoryUser.cpp ├── InventoryUser.h ├── InventoryViewer.cpp ├── InventoryViewer.h ├── Item.cpp ├── Item.h ├── ItemCell.cpp ├── ItemCell.h ├── ItemGold.cpp ├── ItemGold.h ├── ItemHealthPotion.cpp ├── ItemHealthPotion.h ├── ItemPushback.cpp ├── ItemPushback.h ├── ItemRainOfSpears.cpp ├── ItemRainOfSpears.h ├── ItemShardsOfFire.cpp ├── ItemShardsOfFire.h ├── ItemTeleport.cpp ├── ItemTeleport.h ├── Label.cpp ├── Label.h ├── MCRegionEmitter.cpp ├── MCRegionEmitter.h ├── MCSpawner.cpp ├── MCSpawner.h ├── Map.cpp ├── Map.h ├── MapController.cpp ├── MapController.h ├── MapGrid.cpp ├── MapGrid.h ├── MeleeWeapon.cpp ├── MeleeWeapon.h ├── MeleeWeaponSlot.cpp ├── MeleeWeaponSlot.h ├── NoTargetAbility.cpp ├── NoTargetAbility.h ├── NoTargetItem.cpp ├── NoTargetItem.h ├── Node.cpp ├── Node.h ├── Panel.cpp ├── Panel.h ├── PathGrid.cpp ├── PathGrid.h ├── PathingMap.cpp ├── PathingMap.h ├── PlayingAnimationInfo.cpp ├── PlayingAnimationInfo.h ├── PointTargetAbility.cpp ├── PointTargetAbility.h ├── PointTargetItem.cpp ├── PointTargetItem.h ├── PointerGrid.cpp ├── PointerGrid.h ├── PositionalSound.cpp ├── PositionalSound.h ├── Projectile.cpp ├── Projectile.h ├── QtUtilities.cpp ├── QtUtilities.h ├── Quest.cpp ├── Quest.h ├── QuestAcceptor.cpp ├── QuestAcceptor.h ├── QuestViewer.cpp ├── QuestViewer.h ├── Quests.cpp ├── Quests.h ├── RainOfSpearsAbility.cpp ├── RainOfSpearsAbility.h ├── RainWeather.cpp ├── RainWeather.h ├── RandomGenerator.cpp ├── RandomGenerator.h ├── RandomImageEntity.cpp ├── RandomImageEntity.h ├── RangedWeapon.cpp ├── RangedWeapon.h ├── RangedWeaponSlot.cpp ├── RangedWeaponSlot.h ├── STLWrappers.h ├── ScrollBar.cpp ├── ScrollBar.h ├── ScrollWindow.cpp ├── ScrollWindow.h ├── ShardsOfFireAbility.cpp ├── ShardsOfFireAbility.h ├── ShopBehaviorNoCost.cpp ├── ShopBehaviorNoCost.h ├── ShopGui.cpp ├── ShopGui.h ├── ShopGuiBehavior.cpp ├── ShopGuiBehavior.h ├── Slot.cpp ├── Slot.h ├── SnowWeather.cpp ├── SnowWeather.h ├── Sound.cpp ├── Sound.h ├── Spear.cpp ├── Spear.h ├── SpearProjectile.cpp ├── SpearProjectile.h ├── Sprite.cpp ├── Sprite.h ├── SpriteSheet.cpp ├── SpriteSheet.h ├── TerrainLayer.cpp ├── TerrainLayer.h ├── TopDownSprite.cpp ├── TopDownSprite.h ├── Tree.cpp ├── Tree.h ├── Utilities.cpp ├── Utilities.h ├── Vendor.h ├── Weapon.cpp ├── Weapon.h ├── WeaponSlot.cpp ├── WeaponSlot.h ├── WeatherEffect.cpp ├── WeatherEffect.h ├── graphics │ ├── buildings │ │ ├── bldg1.png │ │ ├── bldg1pathing.png │ │ ├── bldg2.png │ │ ├── bldg2pathing.png │ │ ├── well.png │ │ └── wellpathing.png │ ├── bush │ │ ├── bush0.png │ │ ├── bush1.png │ │ ├── bush2.png │ │ └── bush3.png │ ├── characterSpritesheets │ │ ├── goblin.png │ │ ├── minotaur_alpha.png │ │ ├── spider.png │ │ └── villager.png │ ├── effects │ │ ├── fireRain.png │ │ ├── fireball.png │ │ ├── fog.png │ │ ├── poof │ │ │ ├── poof0.png │ │ │ ├── poof1.png │ │ │ ├── poof2.png │ │ │ ├── poof3.png │ │ │ ├── poof4.png │ │ │ ├── poof5.png │ │ │ ├── poof6.png │ │ │ ├── poof7.png │ │ │ ├── poof8.png │ │ │ └── poof9.png │ │ ├── rain.png │ │ ├── snow │ │ │ ├── snow0.png │ │ │ └── snow1.png │ │ └── splash │ │ │ ├── splash0.png │ │ │ ├── splash1.png │ │ │ ├── splash2.png │ │ │ └── splash3.png │ ├── human │ │ ├── character.png │ │ ├── characterBow.png │ │ └── characterSpear.png │ ├── human2 │ │ ├── stand0.png │ │ ├── walk0.png │ │ ├── walk1.png │ │ ├── walk2.png │ │ ├── walk3.png │ │ ├── walk4.png │ │ └── walk5.png │ ├── human3 │ │ └── skeleton_0.png │ ├── misc │ │ ├── axeicon.png │ │ ├── buttonbg.png │ │ ├── defaultEntity.png │ │ ├── defaultMeleeWeapon.png │ │ ├── gold.png │ │ ├── healthpotion.png │ │ ├── invbg.png │ │ ├── invcellbg.png │ │ ├── paper.png │ │ ├── pushback.png │ │ ├── targetMouseCursor.png │ │ └── teleport.png │ ├── rock │ │ ├── rock0.png │ │ ├── rock1.png │ │ └── rock2.png │ ├── spider │ │ ├── stand0.png │ │ ├── walk0.png │ │ ├── walk1.png │ │ ├── walk2.png │ │ ├── walk3.png │ │ ├── walk4.png │ │ ├── walk5.png │ │ └── walk6.png │ ├── terrain │ │ ├── flowers.png │ │ ├── flowersopacity.png │ │ ├── grass.png │ │ ├── grasspatch.png │ │ ├── grassstone.png │ │ ├── grassstonedry.png │ │ └── rock.png │ ├── tree │ │ ├── animTree │ │ │ ├── animTree0.png │ │ │ ├── animTree1.png │ │ │ ├── animTree10.png │ │ │ ├── animTree11.png │ │ │ ├── animTree12.png │ │ │ ├── animTree13.png │ │ │ ├── animTree14.png │ │ │ ├── animTree15.png │ │ │ ├── animTree16.png │ │ │ ├── animTree17.png │ │ │ ├── animTree18.png │ │ │ ├── animTree19.png │ │ │ ├── animTree2.png │ │ │ ├── animTree20.png │ │ │ ├── animTree21.png │ │ │ ├── animTree22.png │ │ │ ├── animTree23.png │ │ │ ├── animTree24.png │ │ │ ├── animTree25.png │ │ │ ├── animTree26.png │ │ │ ├── animTree27.png │ │ │ ├── animTree28.png │ │ │ ├── animTree29.png │ │ │ ├── animTree3.png │ │ │ ├── animTree4.png │ │ │ ├── animTree5.png │ │ │ ├── animTree6.png │ │ │ ├── animTree7.png │ │ │ ├── animTree8.png │ │ │ ├── animTree9.png │ │ │ └── animTreepathing.png │ │ ├── treeFour0.png │ │ ├── treeFour1.png │ │ ├── treeFour2.png │ │ ├── treeFour3.png │ │ ├── treeFour4.png │ │ ├── treeFour5.png │ │ ├── treeFour6.png │ │ ├── treeFour7.png │ │ ├── treeFourpathing.png │ │ ├── treeOne0.png │ │ ├── treeOne1.png │ │ ├── treeOne2.png │ │ ├── treeOne3.png │ │ ├── treeOne4.png │ │ ├── treeOnepathing.png │ │ ├── treeThree0.png │ │ ├── treeThree1.png │ │ ├── treeThree2.png │ │ ├── treeThree3.png │ │ ├── treeThree4.png │ │ ├── treeThree5.png │ │ ├── treeThree6.png │ │ ├── treeThree7.png │ │ ├── treeThreepathing.png │ │ ├── treeTwo0.png │ │ ├── treeTwo1.png │ │ ├── treeTwo2.png │ │ ├── treeTwo3.png │ │ ├── treeTwo4.png │ │ ├── treeTwo5.png │ │ ├── treeTwo6.png │ │ ├── treeTwo7.png │ │ └── treeTwopathing.png │ └── weapons │ │ ├── axe.png │ │ ├── bow.png │ │ ├── spear.png │ │ └── trippleSpear.png ├── qge.pri ├── res.qrc └── sounds │ ├── axe.wav │ ├── blink.wav │ ├── bow.wav │ ├── fireball.wav │ ├── music.mp3 │ ├── music2.mp3 │ ├── music3.mp3 │ ├── rain.ogg │ ├── spear.wav │ ├── specialMove.wav │ └── spiderDie.mp3 └── testProject ├── MyEventHandler.cpp ├── MyEventHandler.h ├── QGETestGame.pro ├── QGETestGame.pro.user ├── SpiderCreator.cpp ├── SpiderCreator.h └── main.cpp /.gitignore: -------------------------------------------------------------------------------- 1 | # ignore all example project builds 2 | /example projects/build-* 3 | 4 | # ignore test project builds 5 | /build-* 6 | 7 | # ignore jekyll site folder 8 | /docs/_site -------------------------------------------------------------------------------- /docs/Gemfile: -------------------------------------------------------------------------------- 1 | source 'https://rubygems.org' 2 | gem 'github-pages', group: :jekyll_plugins -------------------------------------------------------------------------------- /docs/LICENSE.md: -------------------------------------------------------------------------------- 1 | I am planning to release the engine under the MIT license, but I want to think about this for a little longer. 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-------------------------------------------------------------------------------- 1 | This page gives credit where it's due. 2 | 3 | - OpenGameArt.com for a lot of graphics/sounds 4 | - Derek & Brandon Fiechter for background music of test game 5 | -------------------------------------------------------------------------------- /docs/pages/howToGenerateDocumentation.md: -------------------------------------------------------------------------------- 1 | @page howToGenerateDocumentation How to generate documentation 2 | 3 | 1. launch a shell (powershell, command prompt, bash, etc) 4 | 2. cd into the `QtGameEngine/docs` directory 5 | 3. run `doxygen DoxyfileFull` or `doxygen DoxyfileFast`. `doxygen DoxyfileFull` will include more diagrams in the documentation but take longer. 6 | 7 | The generated documentation is placed inside the `QtGameEngine/docs/doxygenOutput` folder. 8 | 9 | Note: Obviously, you need to have `doxygen` installed and it should be found in your `PATH` environment variable. -------------------------------------------------------------------------------- /docs/pages/qgeDeveloperDocs.md: -------------------------------------------------------------------------------- 1 | @page qgeDeveloperDocs QGE Developer Docs 2 | 3 | The pages in this section are for those interested in extending/modifying the QtGameEngine source itself (rather than just using the engine in their project). 4 | 5 | It covers things such as: 6 | - how the files/folders of the project are organized (so you know where to find things) 7 | - coding conventions we use 8 | - how-to articles 9 | 10 | @note You should take a look at the diagrams in the `QtGameEngine/documentation/diagrams` folder. They can give you a nice high level ("archetectural view") of the game engine. 11 | 12 | Pages 13 | ===== 14 | @subpage howToGenerateDocumentation 15 | 16 | @subpage fileFolderOrginization 17 | 18 | @subpage conventions -------------------------------------------------------------------------------- /example projects/example10/MyQObject.cpp: -------------------------------------------------------------------------------- 1 | #include "MyQObject.h" 2 | 3 | #include 4 | 5 | MyQObject::MyQObject(QObject *parent) : QObject(parent) 6 | { 7 | 8 | } 9 | 10 | void MyQObject::myKeyPressedCallback(int key) 11 | { 12 | // This callback function is executed whenever a key is pressed 13 | 14 | qDebug() << "I know you pressed a key!"; 15 | 16 | // This is how you can check what key was pressed. For example, let's see if we are checking whether escape was pressed 17 | if (key == Qt::Key::Key_Escape){ 18 | qDebug() << "...and you pressed escape!"; 19 | } 20 | } 21 | 22 | void MyQObject::myKeyReleasedCallback(int key) 23 | { 24 | qDebug() << "I know you released a key!"; 25 | } 26 | -------------------------------------------------------------------------------- /example projects/example10/MyQObject.h: -------------------------------------------------------------------------------- 1 | #ifndef MYQOBJECT_H 2 | #define MYQOBJECT_H 3 | 4 | #include 5 | 6 | class MyQObject : public QObject 7 | { 8 | Q_OBJECT 9 | public: 10 | explicit MyQObject(QObject *parent = nullptr); 11 | 12 | signals: 13 | 14 | public slots: 15 | void myKeyPressedCallback(int key); 16 | void myKeyReleasedCallback(int key); 17 | }; 18 | 19 | #endif // MYQOBJECT_H 20 | -------------------------------------------------------------------------------- /qge/Bow.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "RangedWeapon.h" 6 | 7 | class QPointF; 8 | 9 | namespace qge{ 10 | 11 | class Sound; 12 | 13 | class Bow : public RangedWeapon 14 | { 15 | public: 16 | Bow(); 17 | 18 | void attack(QPointF targetPoint); 19 | 20 | private: 21 | Sound* soundEffect_; 22 | }; 23 | 24 | } 25 | -------------------------------------------------------------------------------- /qge/CBDamage.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "CollisionBehavior.h" 6 | #include "Entity.h" 7 | 8 | namespace qge{ 9 | 10 | /// A CollisionBehavior that will damage one, both, or none of the colliding entities. 11 | /// @author Abdullah Aghazadah 12 | class CBDamage : public CollisionBehavior 13 | { 14 | public: 15 | CBDamage(double amountToDamageEntityOne, double amountToDamageEntityTwo); 16 | 17 | void onCollided(Entity *entityOne, 18 | Entity *entityTwo, 19 | const std::set& doNotDamageTags, 20 | const std::set& doNotDamageEntities 21 | ) override; 22 | 23 | private: 24 | double amountToDamageEntityOne_; 25 | double amountToDamageEntityTwo_; 26 | }; 27 | 28 | } 29 | -------------------------------------------------------------------------------- /qge/CItemDropper.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | namespace qge{ 6 | 7 | class Entity; 8 | 9 | class CItemDropper : public QObject // inherits from QObject for signal/slot mechanism 10 | { 11 | Q_OBJECT 12 | public: 13 | void addEntity(Entity* entity); 14 | void removeEntity(Entity* entity); 15 | 16 | signals: 17 | 18 | public slots: 19 | void onEntityDies_(Entity* entity); 20 | 21 | private: 22 | std::unordered_set entities_; 23 | 24 | }; 25 | 26 | } 27 | -------------------------------------------------------------------------------- /qge/CollisionBehavior.cpp: -------------------------------------------------------------------------------- 1 | #include "CollisionBehavior.h" 2 | 3 | using namespace qge; 4 | -------------------------------------------------------------------------------- /qge/CountExpiringTimer.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | namespace qge{ 6 | 7 | /// Represents a timer that will fire a specific number of times and then 8 | /// deletes itself. 9 | /// @author Abdullah Aghazadah 10 | /// @date 6-8-15 11 | class CountExpiringTimer: public QObject { 12 | Q_OBJECT 13 | public: 14 | // constructor 15 | CountExpiringTimer(QObject* parent=nullptr); 16 | 17 | void start(int freqInMs, int numTimesToFire); 18 | 19 | bool started() const; 20 | void disconnect(); 21 | 22 | public slots: 23 | void fired_(); 24 | 25 | signals: 26 | void timeout(); 27 | 28 | private: 29 | int numTimesToFire_; 30 | int numTimesFired_; 31 | bool started_; 32 | QTimer* timer_; 33 | }; 34 | 35 | } 36 | -------------------------------------------------------------------------------- /qge/DRBDestroyProjectile.cpp: -------------------------------------------------------------------------------- 1 | #include "DRBDestroyProjectile.h" 2 | 3 | #include "Projectile.h" 4 | 5 | using namespace qge; 6 | 7 | void DRBDestroyProjectile::onDestinationReached(Projectile &projectile) 8 | { 9 | projectile.deleteLater(); 10 | } 11 | -------------------------------------------------------------------------------- /qge/DRBDestroyProjectile.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "DestReachedBehavior.h" 4 | 5 | namespace qge{ 6 | 7 | /// A DestReachedBehavior that simply destroys the projectile. 8 | /// @author Abdullah Aghazadah 9 | /// @date 2/18/17 10 | class DRBDestroyProjectile : public DestReachedBehavior 11 | { 12 | public: 13 | virtual void onDestinationReached(Projectile& projectile); 14 | }; 15 | 16 | } 17 | -------------------------------------------------------------------------------- /qge/DestReachedBehavior.cpp: -------------------------------------------------------------------------------- 1 | #include "DestReachedBehavior.h" 2 | 3 | using namespace qge; 4 | -------------------------------------------------------------------------------- /qge/DestReachedBehavior.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | namespace qge{ 4 | 5 | class Projectile; 6 | 7 | /// An object that determines what happens when a Projectile 8 | /// has reached its destination. 9 | /// 10 | /// Concrete Projectiles may destroy the projectile, explode 11 | /// it, etc... 12 | /// 13 | /// @author Abdullah Aghazadah 14 | /// @date 2-18-17 15 | class DestReachedBehavior 16 | { 17 | public: 18 | /// Executed when the specified Projectile has reached its destination. 19 | /// Concrete DestReachedBehaviors may destroy the projectile, explode it, 20 | /// etc... 21 | virtual void onDestinationReached(Projectile& projectile) = 0; 22 | }; 23 | 24 | } 25 | -------------------------------------------------------------------------------- /qge/DiplomacyManager.cpp: -------------------------------------------------------------------------------- 1 | #include "DiplomacyManager.h" 2 | 3 | 4 | /// Tells you how `group1` views `group2`, either as a FRIEND, NEUTRAL, or an ENEMY. 5 | /// @attention Does not tell you how `group2` feels towards `group1`, only how `group1` feels towards `group2`. 6 | qge::Relationship qge::DiplomacyManager::getRelationship(int group1, int group2) 7 | { 8 | auto itr = pairToRelationship_.find(std::make_pair(group1,group2)); 9 | if (itr == std::end(pairToRelationship_)) 10 | return Relationship::UNSPECIFIED; 11 | return (*itr).second; 12 | } 13 | 14 | /// Specifies how `group1` should feel towards `group2`. 15 | /// @see getRelationship(). 16 | void qge::DiplomacyManager::setRelationship(int group1, int group2, qge::Relationship relationship) 17 | { 18 | pairToRelationship_[std::make_pair(group1,group2)] = relationship; 19 | } 20 | -------------------------------------------------------------------------------- /qge/ECCameraFollower.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "EntityController.h" 6 | #include "Entity.h" 7 | 8 | namespace qge{ 9 | 10 | /// An entity controller that makes the game's camera follow the entity around. 11 | /// Each time the entity moves, the controller will make the game's camera 12 | /// focus on that location. 13 | /// 14 | /// Example usage: 15 | /// ============== 16 | /// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.cpp 17 | /// ECGrabCam* c = new ECGrabCam(entity); 18 | /// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 19 | /// 20 | /// That is all. From then on, anytime the entity moves, the game's camera 21 | /// will follow it. 22 | class ECCameraFollower: public EntityController 23 | { 24 | Q_OBJECT 25 | public: 26 | ECCameraFollower(Entity* entity); 27 | public slots: 28 | void onEntityMoved_(Entity* entity, QPointF fromPos, QPointF toPos); 29 | }; 30 | 31 | } 32 | -------------------------------------------------------------------------------- /qge/ECCurrentMapGrabber.cpp: -------------------------------------------------------------------------------- 1 | #include "ECCurrentMapGrabber.h" 2 | 3 | #include "Map.h" 4 | #include "Game.h" 5 | 6 | using namespace qge; 7 | 8 | ECCurrentMapGrabber::ECCurrentMapGrabber(Entity *entity): 9 | EntityController(entity) 10 | { 11 | assert(entity != nullptr); 12 | 13 | // listen to when entity enters maps 14 | connect(entity,&Entity::mapEntered,this,&ECCurrentMapGrabber::onEntityEntersMap); 15 | } 16 | 17 | /// Executed whenever the controlled entity enters a map. 18 | /// Will set that map as the game's current map. 19 | void ECCurrentMapGrabber::onEntityEntersMap(Entity *controlledEntity, Map *mapJustEntered, Map *oldMap) 20 | { 21 | // do nothing if entity left a map 22 | if (mapJustEntered == nullptr) 23 | return; 24 | 25 | Game::game->setCurrentMap(mapJustEntered); 26 | } 27 | -------------------------------------------------------------------------------- /qge/ECCurrentMapGrabber.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "EntityController.h" 6 | #include "Entity.h" 7 | 8 | namespace qge{ 9 | 10 | class Map; 11 | 12 | /// An entity controller (TODO link to doc) that will set the game's current 13 | /// map to always be the map that the controlled entity is in. 14 | /// 15 | /// Example usage: 16 | /// ECGrabCurrentMap* c = new ECGrabCurrentMap(entity); 17 | /// 18 | /// That is all. From then on, whenever the controlled entity moves to a different 19 | /// map, that map will be set as the game's current map. Remember that the game's 20 | /// current map is basically the map that is being visualized. 21 | /// @author Abdullah Aghazadah 22 | /// @date 12/7/16 23 | class ECCurrentMapGrabber: public EntityController 24 | { 25 | Q_OBJECT 26 | public: 27 | ECCurrentMapGrabber(Entity* entity); 28 | public slots: 29 | void onEntityEntersMap(Entity* controlledEntity, Map* mapJustEntered, Map* oldMap); 30 | }; 31 | 32 | } 33 | -------------------------------------------------------------------------------- /qge/ECItemPickerUpper.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "EntityController.h" 6 | #include "Entity.h" 7 | 8 | namespace qge{ 9 | 10 | /// An entity controller that causes the controlled entity to pick up items 11 | /// as he collides with them. 12 | class ECItemPickerUpper: public EntityController 13 | { 14 | Q_OBJECT 15 | public: 16 | ECItemPickerUpper(Entity* entity); 17 | 18 | public slots: 19 | void onCollide(Entity* controlledEntity, Entity* collidedWith); 20 | }; 21 | 22 | } 23 | -------------------------------------------------------------------------------- /qge/EntityCreator.cpp: -------------------------------------------------------------------------------- 1 | #include "EntityCreator.h" 2 | 3 | qge::EntityCreator::~EntityCreator() 4 | { 5 | // empty 6 | } 7 | -------------------------------------------------------------------------------- /qge/EntityCreator.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | namespace qge{ 4 | 5 | class Entity; 6 | 7 | /// Defines an interface for the capeability to create an entity. 8 | /// Some of our API requires an EntityCreator that they can use to create an entity. 9 | /// They will then do various things with the created entity. For example, MCSpawner 10 | /// uses its EntityCreator to create an entity once in a while in a random area of a Map. 11 | class EntityCreator 12 | { 13 | public: 14 | /// Creates an entity. 15 | virtual Entity* createEntity() = 0; 16 | 17 | virtual ~EntityCreator(); 18 | }; 19 | 20 | } 21 | -------------------------------------------------------------------------------- /qge/EntityTargetAbility.cpp: -------------------------------------------------------------------------------- 1 | #include "EntityTargetAbility.h" 2 | 3 | using namespace qge; 4 | 5 | EntityTargetAbility::EntityTargetAbility(Entity *owner, QPixmap icon): 6 | Ability(owner,icon) 7 | { 8 | // empty 9 | } 10 | 11 | /// Uses the EntityTargetAbility on the specified Entity. 12 | void EntityTargetAbility::use(Entity &onEntity) 13 | { 14 | // ensure *owner* has not died yet 15 | assertOwnerIsAlive_(); 16 | 17 | // delgate to actual class 18 | useImplementation(onEntity); 19 | } 20 | -------------------------------------------------------------------------------- /qge/EntityTargetAbility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Ability.h" 4 | 5 | namespace qge{ 6 | 7 | class Entity; 8 | 9 | /// An Ability that requires a target Entity to be used on. 10 | /// @author Abdullah Aghazadah 11 | class EntityTargetAbility : public Ability { 12 | public: 13 | EntityTargetAbility(Entity* owner=nullptr, QPixmap icon=QPixmap()); 14 | 15 | void use(Entity &onEntity); 16 | 17 | protected: 18 | // template method pattern (use does some common work then delegates 19 | // to virtual function). 20 | virtual void useImplementation(Entity& onEntity) = 0; 21 | }; 22 | 23 | } 24 | -------------------------------------------------------------------------------- /qge/EquipableItem.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "Item.h" 6 | 7 | class QPointF; 8 | 9 | namespace qge{ 10 | 11 | class Entity; 12 | class Slot; 13 | 14 | /// An abstract class that Represents an Item which is equipable. 15 | class EquipableItem : public Item 16 | { 17 | // Slot and EquipableItem reference each other. After an EquipableItem has been 18 | // equipped in a Slot, the slot needs to update the slot_ pointer of the EquipableItem 19 | friend class Slot; 20 | public: 21 | EquipableItem(); 22 | 23 | QPointF attachmentPoint(); 24 | void setAttachmentPoint(QPointF point); 25 | 26 | bool isEquipped(); 27 | Slot* slotEquippedIn(); 28 | 29 | private: 30 | Slot* slotEquippedIn_; 31 | QPointF attachmentPoint_; 32 | }; 33 | 34 | } 35 | -------------------------------------------------------------------------------- /qge/FireballLauncher.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "RangedWeapon.h" 6 | 7 | class QPointF; 8 | 9 | namespace qge{ 10 | 11 | class Sound; 12 | 13 | /// A RangedWeapon that on attack() will launch a fireball towards the specified position. 14 | /// @author Abdullah Aghazadah 15 | class FireballLauncher : public RangedWeapon 16 | { 17 | public: 18 | FireballLauncher(); 19 | void attack(QPointF position); 20 | private: 21 | Sound* soundEffect_; 22 | }; 23 | 24 | } 25 | -------------------------------------------------------------------------------- /qge/ItemGold.cpp: -------------------------------------------------------------------------------- 1 | #include "ItemGold.h" 2 | 3 | #include "Sprite.h" 4 | #include "TopDownSprite.h" 5 | 6 | using namespace qge; 7 | 8 | ItemGold::ItemGold() 9 | { 10 | // set sprite 11 | TopDownSprite* sprite = new TopDownSprite(QPixmap(":/resources/graphics/misc/gold.png")); 12 | setSprite(sprite); 13 | setDescription("A small amount of gold. Can be used as currency."); 14 | } 15 | 16 | void ItemGold::use_() 17 | { 18 | // does nothing 19 | } 20 | -------------------------------------------------------------------------------- /qge/ItemGold.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "NoTargetItem.h" 4 | 5 | namespace qge{ 6 | 7 | /// An Item of value. 8 | /// Does not do anything, some shops and such will take some of this item 9 | /// in exchange for goods/services. 10 | class ItemGold : public NoTargetItem 11 | { 12 | public: 13 | ItemGold(); 14 | 15 | virtual void use_(); 16 | }; 17 | 18 | } 19 | -------------------------------------------------------------------------------- /qge/ItemHealthPotion.cpp: -------------------------------------------------------------------------------- 1 | #include "ItemHealthPotion.h" 2 | 3 | #include "Inventory.h" 4 | #include "Entity.h" 5 | #include "TopDownSprite.h" 6 | 7 | using namespace qge; 8 | 9 | ItemHealthPotion::ItemHealthPotion(int amountToHealBy_): 10 | amountToHealBy_(amountToHealBy_) 11 | { 12 | TopDownSprite* s = new TopDownSprite(QPixmap(":/resources/graphics/misc/healthpotion.png")); 13 | setSprite(s); 14 | setDescription("A basic health potion. Heals health when used."); 15 | } 16 | 17 | /// Executed when the item is used. 18 | /// Will heal owner. 19 | void ItemHealthPotion::use_() 20 | { 21 | Entity* o = owner(); 22 | 23 | // do nothing if item has no owner 24 | if (o == nullptr) 25 | return; 26 | 27 | // otherwise, heal him 28 | o->setHealth(o->health() + amountToHealBy_); 29 | } 30 | -------------------------------------------------------------------------------- /qge/ItemHealthPotion.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "NoTargetItem.h" 6 | 7 | namespace qge{ 8 | 9 | class ItemHealthPotion : public NoTargetItem 10 | { 11 | public: 12 | ItemHealthPotion(int amountToHealBy_); 13 | 14 | virtual void use_(); 15 | 16 | private: 17 | int amountToHealBy_; 18 | }; 19 | 20 | } 21 | -------------------------------------------------------------------------------- /qge/ItemPushback.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "EntityTargetItem.h" 6 | 7 | namespace qge{ 8 | 9 | class Entity; 10 | 11 | class ItemPushback : public EntityTargetItem 12 | { 13 | public: 14 | ItemPushback(); 15 | 16 | virtual void use_(Entity *onEntity); 17 | }; 18 | 19 | } 20 | -------------------------------------------------------------------------------- /qge/ItemRainOfSpears.cpp: -------------------------------------------------------------------------------- 1 | #include "ItemRainOfSpears.h" 2 | 3 | #include "RainOfSpearsAbility.h" 4 | 5 | using namespace qge; 6 | 7 | ItemRainOfSpears::ItemRainOfSpears() 8 | { 9 | setDescription("Rains spears in the vicinity. The spears damage enemies."); 10 | setAbility(new RainOfSpearsAbility()); 11 | } 12 | 13 | void ItemRainOfSpears::use_() 14 | { 15 | // do nothing (when item has an ability (which this one always does), when 16 | // item is used, it will use ability) 17 | } 18 | -------------------------------------------------------------------------------- /qge/ItemRainOfSpears.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "NoTargetItem.h" 4 | 5 | class QTimer; 6 | 7 | namespace qge{ 8 | 9 | class RainOfSpearsAbility; 10 | 11 | class ItemRainOfSpears : public NoTargetItem 12 | { 13 | public: 14 | ItemRainOfSpears(); 15 | virtual void use_(); 16 | }; 17 | 18 | } 19 | -------------------------------------------------------------------------------- /qge/ItemShardsOfFire.cpp: -------------------------------------------------------------------------------- 1 | #include "ItemShardsOfFire.h" 2 | 3 | #include "ShardsOfFireAbility.h" 4 | 5 | qge::ItemShardsOfFire::ItemShardsOfFire(int numShards, double shardDistance) 6 | { 7 | setDescription("Spits shards of fire around the owner."); 8 | setAbility(new ShardsOfFireAbility(numShards,shardDistance)); 9 | } 10 | 11 | void qge::ItemShardsOfFire::use_() 12 | { 13 | // do nothing (item has ability, thus ability will be used on use()) 14 | } 15 | -------------------------------------------------------------------------------- /qge/ItemShardsOfFire.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "NoTargetItem.h" 4 | 5 | namespace qge{ 6 | 7 | class ShardsOfFireAbility; 8 | 9 | class ItemShardsOfFire : public NoTargetItem 10 | { 11 | public: 12 | ItemShardsOfFire(int numShards = 10, double shardDistance = 600); 13 | void use_() override; 14 | }; 15 | 16 | } 17 | -------------------------------------------------------------------------------- /qge/ItemTeleport.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "PointTargetItem.h" 6 | 7 | namespace qge{ 8 | 9 | class Sound; 10 | 11 | class ItemTeleport : public PointTargetItem 12 | { 13 | public: 14 | ItemTeleport(); 15 | 16 | virtual void use_(const QPointF &point); 17 | private: 18 | Sound* soundEffect_; 19 | }; 20 | 21 | } 22 | -------------------------------------------------------------------------------- /qge/MapController.cpp: -------------------------------------------------------------------------------- 1 | #include "MapController.h" 2 | 3 | qge::MapController::MapController(qge::Map *controlledMap): 4 | controlledMap_(controlledMap) 5 | { 6 | // empty 7 | } 8 | 9 | qge::Map *qge::MapController::controlledMap() 10 | { 11 | return controlledMap_; 12 | } 13 | -------------------------------------------------------------------------------- /qge/MapController.h: -------------------------------------------------------------------------------- 1 | #ifndef MAPCONTROLLER_H 2 | #define MAPCONTROLLER_H 3 | 4 | #include 5 | 6 | namespace qge{ 7 | 8 | class Map; 9 | 10 | /// An object that can provide some sort of functionality for a Map (as EntityController provides some 11 | /// sort of functionality for an Entity). 12 | /// 13 | /// Example 14 | /// ------- 15 | /// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.cpp 16 | /// MapController* mc = new SomeConcreteMapController(map); 17 | /// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18 | class MapController: public QObject // inheriting from QObject so that clients can have QPointer to us 19 | { 20 | public: 21 | MapController(Map* controlledMap); 22 | Map* controlledMap(); 23 | 24 | private: 25 | Map* controlledMap_; 26 | }; 27 | 28 | } 29 | 30 | #endif // MAPCONTROLLER_H 31 | -------------------------------------------------------------------------------- /qge/MapGrid.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "Map.h" 6 | #include "PointerGrid.h" 7 | 8 | namespace qge{ 9 | 10 | class Map; 11 | 12 | /// Represents a grid of maps. You can get/set the Map at each Node ("cell") of 13 | /// the grid. The top left node of the grid is (0,0), bottom right is 14 | /// (numMapsHorizontally -1, numMapsVertically -1). 15 | /// @author Abdullah Aghazadah 16 | class MapGrid 17 | { 18 | public: 19 | MapGrid(int numMapsHorizontally = 1, int numMapsVertically = 1); 20 | 21 | // setters 22 | void setMapAtPos(Map* map, int xPos, int yPos); 23 | void setMapAtPos(Map* map, const Node& atPos); 24 | 25 | // getters 26 | Map* mapAt(int xPos, int yPos) const; 27 | bool contains(Map* map) const; 28 | Node positionOf(Map* map) const; 29 | std::vector maps() const; 30 | 31 | private: 32 | PointerGrid pointerGrid_; 33 | }; 34 | 35 | } 36 | -------------------------------------------------------------------------------- /qge/MeleeWeapon.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "Weapon.h" 6 | #include "CollisionBehavior.h" 7 | 8 | class QPointF; 9 | 10 | namespace qge{ 11 | 12 | /// An abstract class that represents a melee weapon. 13 | /// @author Abdullah Aghazadah 14 | /// @date 10-18-15 15 | class MeleeWeapon: public Weapon{ 16 | public: 17 | void setTip(QPointF point); 18 | void resetTip(); 19 | QPointF tip(); 20 | 21 | void setCollisionBehavior(CollisionBehavior* collisionBehavior); 22 | CollisionBehavior* collisionBehavior(); 23 | 24 | private: 25 | QPointF tip_; 26 | std::unique_ptr collisionBehavior_; 27 | }; 28 | 29 | } 30 | -------------------------------------------------------------------------------- /qge/MeleeWeaponSlot.cpp: -------------------------------------------------------------------------------- 1 | #include "MeleeWeaponSlot.h" 2 | 3 | #include "MeleeWeapon.h" 4 | 5 | using namespace qge; 6 | 7 | bool MeleeWeaponSlot::canBeEquipped(EquipableItem *item) 8 | { 9 | // MeeleeWeaponSlot can only equip MeleeWeapons 10 | MeleeWeapon* asMeleeWeapon = dynamic_cast(item); 11 | return asMeleeWeapon; 12 | } 13 | 14 | void MeleeWeaponSlot::use() 15 | { 16 | // call attack on the MeleeWeapon targetting 200 in front of the owner 17 | MeleeWeapon* asMeleeWeapon = dynamic_cast(item_); 18 | QLineF line(owner()->pos(),QPointF(-100,-100)); 19 | line.setAngle(-1*owner()->facingAngle()); 20 | line.setLength(200); 21 | asMeleeWeapon->attack(line.p2()); 22 | } 23 | -------------------------------------------------------------------------------- /qge/MeleeWeaponSlot.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Slot.h" 4 | 5 | namespace qge{ 6 | 7 | class EquipableItem; 8 | 9 | /// Represents a Slot that can hold a MeleeWeapon. 10 | class MeleeWeaponSlot : public Slot 11 | { 12 | public: 13 | bool canBeEquipped(EquipableItem* item); 14 | void use(); 15 | }; 16 | 17 | } 18 | -------------------------------------------------------------------------------- /qge/NoTargetAbility.cpp: -------------------------------------------------------------------------------- 1 | #include "NoTargetAbility.h" 2 | 3 | #include "Entity.h" 4 | 5 | using namespace qge; 6 | 7 | NoTargetAbility::NoTargetAbility(Entity *owner, QPixmap icon): 8 | Ability(owner,icon) 9 | { 10 | // empty 11 | } 12 | 13 | /// Uses the NoTargetAbility. 14 | void NoTargetAbility::use() 15 | { 16 | // make sure *owner* has not died yet 17 | assertOwnerIsAlive_(); 18 | 19 | // delgate to implementation 20 | useImplementation(); 21 | } 22 | -------------------------------------------------------------------------------- /qge/NoTargetAbility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "Ability.h" 6 | 7 | namespace qge{ 8 | 9 | /// An Ability that can simply be used with no target. 10 | /// @author Abdullah Aghazadah 11 | class NoTargetAbility : public Ability { 12 | public: 13 | NoTargetAbility(Entity* owner, QPixmap icon = QPixmap()); 14 | 15 | void use(); 16 | 17 | protected: 18 | // uses template method pattern (use does some common work, then delgates 19 | // to virtual function) 20 | virtual void useImplementation() = 0; 21 | }; 22 | 23 | } 24 | -------------------------------------------------------------------------------- /qge/PlayingAnimationInfo.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | namespace qge{ 6 | 7 | /// Simple class that represents information about a currently playing animation. 8 | class PlayingAnimationInfo 9 | { 10 | public: 11 | PlayingAnimationInfo(); 12 | PlayingAnimationInfo(const std::string& animationName, int fps, int timesLeftToPlay, int currentFrame); 13 | 14 | std::string name() const; 15 | int fps() const; 16 | int timesLeftToPlay() const; 17 | int currentFrame() const; 18 | 19 | bool isNone() const; 20 | 21 | private: 22 | std::string animationName_; 23 | int fps_; 24 | int timesLeftToPlay_; 25 | int currentFrame_; 26 | }; 27 | 28 | } 29 | -------------------------------------------------------------------------------- /qge/PointTargetAbility.cpp: -------------------------------------------------------------------------------- 1 | #include "PointTargetAbility.h" 2 | 3 | using namespace qge; 4 | 5 | PointTargetAbility::PointTargetAbility(Entity *owner, QPixmap icon): 6 | Ability(owner,icon) 7 | { 8 | // empty 9 | } 10 | 11 | /// Uses the PointTargetAbility at the specified point. 12 | void PointTargetAbility::use(const QPointF &atPoint) 13 | { 14 | // make sure owner is still alive 15 | assertOwnerIsAlive_(); 16 | 17 | // delegate to implementation 18 | useImplementation(atPoint); 19 | } 20 | -------------------------------------------------------------------------------- /qge/PointTargetAbility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Ability.h" 4 | 5 | class QPointF; 6 | 7 | namespace qge{ 8 | 9 | class PointTargetAbility: public Ability { 10 | public: 11 | PointTargetAbility(Entity* owner=nullptr, QPixmap icon = QPixmap()); 12 | 13 | void use(const QPointF& atPoint); 14 | 15 | protected: 16 | virtual void useImplementation(const QPointF& atPoint) = 0; 17 | }; 18 | 19 | } 20 | -------------------------------------------------------------------------------- /qge/PointerGrid.cpp: -------------------------------------------------------------------------------- 1 | #include "PointerGrid.h" 2 | 3 | using namespace qge; 4 | 5 | // empty since PointerGrid is a class template 6 | -------------------------------------------------------------------------------- /qge/QtUtilities.cpp: -------------------------------------------------------------------------------- 1 | #include "QtUtilities.h" 2 | 3 | namespace qge{ 4 | 5 | namespace QtUtils { 6 | 7 | /// Creates a QPixmap of the specified size filled with the specified color 8 | QPixmap qPixmapFromColor(QSize size, QColor color) 9 | { 10 | QImage img(size,QImage::Format_ARGB32); 11 | img.fill(color); 12 | return QPixmap::fromImage(img); 13 | } 14 | 15 | /// Returns the distance between the two points. 16 | double distance(QPointF p1, QPointF p2) 17 | { 18 | double deltaX = p2.x() - p1.x(); 19 | double deltaY = p2.y() - p1.y(); 20 | return qAbs(qSqrt(qPow(deltaX,2) + qPow(deltaY,2))); 21 | } 22 | 23 | } 24 | 25 | } 26 | -------------------------------------------------------------------------------- /qge/QtUtilities.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | class QPixmap; 6 | class QImage; 7 | class QColor; 8 | class QSize; 9 | class QPointF; 10 | class QRectF; 11 | 12 | namespace qge{ 13 | 14 | /// This file contains a bunch of utility functions that make it easier to use 15 | /// some Qt features. 16 | /// @author Abdullah Aghazadah 17 | /// @date 10-11-16 18 | /// @file 19 | 20 | namespace QtUtils { 21 | QPixmap qPixmapFromColor(QSize size, QColor color); 22 | double distance(QPointF p1, QPointF p2); 23 | } 24 | 25 | } 26 | -------------------------------------------------------------------------------- /qge/Quest.cpp: -------------------------------------------------------------------------------- 1 | #include "Quest.h" 2 | 3 | using namespace qge; 4 | 5 | /// Constructs a Quest with the specified name, description and optionally, initial status. 6 | Quest::Quest(const std::string &name, const std::string &description, QuestStatus initialStatus): 7 | name_(name), 8 | description_(description), 9 | status_(initialStatus) 10 | { 11 | 12 | } 13 | 14 | /// Sets the Status of the Quest. 15 | void Quest::setStatus(QuestStatus newStatus) 16 | { 17 | bool statusChanged = newStatus != status_; 18 | 19 | status_ = newStatus; 20 | 21 | if (statusChanged) 22 | emit questStatusChanged(this, newStatus); 23 | } 24 | 25 | /// Returns the current status of the Quest. 26 | QuestStatus Quest::status() 27 | { 28 | return status_; 29 | } 30 | 31 | /// Returns the name of the Quest. 32 | std::string Quest::name() 33 | { 34 | return name_; 35 | } 36 | 37 | std::string Quest::description() 38 | { 39 | return description_; 40 | } 41 | -------------------------------------------------------------------------------- /qge/RainOfSpearsAbility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "NoTargetAbility.h" 6 | 7 | namespace qge{ 8 | 9 | class Sound; 10 | 11 | /// An Ability that will rain spears around the owner, damaging all enemies of the owner but not 12 | /// the owner himself. 13 | class RainOfSpearsAbility : public NoTargetAbility 14 | { 15 | Q_OBJECT 16 | public: 17 | RainOfSpearsAbility(Entity* owner=nullptr); 18 | 19 | void useImplementation() override; 20 | 21 | public slots: 22 | void spearStep_(); 23 | 24 | private: 25 | int times_; 26 | QTimer* timer_; 27 | Sound* soundEffect_; 28 | }; 29 | 30 | } 31 | -------------------------------------------------------------------------------- /qge/RandomGenerator.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | class QPointF; 6 | class QRectF; 7 | 8 | namespace qge{ 9 | 10 | /// Allows generating random numbers/points. 11 | /// Seeds in the constructor. 12 | /// Value semantics - create, use, let die (cheap). 13 | /// @author Abdullah Aghazadah 14 | /// @date 11/25/17 15 | class RandomGenerator 16 | { 17 | public: 18 | RandomGenerator(); 19 | 20 | int randInt(int min, int max); 21 | int randDouble(double start, double end); 22 | QPointF randQPointF(const QPointF& topLeft, const QPointF& botRight); 23 | QPointF randQPointF(const QRectF& inRegion); 24 | }; 25 | 26 | } 27 | -------------------------------------------------------------------------------- /qge/RandomImageEntity.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "PathingMap.h" 6 | #include "Entity.h" 7 | 8 | namespace qge{ 9 | 10 | /// An Entity whos displayed image is randomly picked from a set of images in a folder. 11 | /// No matter which image is picked, the same pathing map that is specified will be used for the entity. 12 | /// This class is useful for generating eye-candy that needs a little variation in imagery, 13 | /// such as trees, bushes, rocks, etc... 14 | /// @author Abdullah Aghazadah 15 | /// @date 8-16-16 16 | class RandomImageEntity : public Entity 17 | { 18 | public: 19 | RandomImageEntity(std::string resourceFolderPath, std::string imagePrefix, int numOfImages, PathingMap& pathingMap); 20 | }; 21 | 22 | } 23 | -------------------------------------------------------------------------------- /qge/RangedWeapon.cpp: -------------------------------------------------------------------------------- 1 | #include "RangedWeapon.h" 2 | 3 | #include "Sprite.h" 4 | #include "EntitySprite.h" 5 | 6 | using namespace qge; 7 | 8 | /// Returns the point at which projectiles will be spawn. 9 | /// This point is in local coordinates (relative to the RangedWeapon itself). 10 | QPointF RangedWeapon::projectileSpawnPoint() 11 | { 12 | return this->projectileSpawnPoint_; 13 | } 14 | 15 | void RangedWeapon::setProjectileSpawnPoint(QPointF point) 16 | { 17 | this->projectileSpawnPoint_ = point; 18 | } 19 | 20 | /// Resets the projectile spawn point to be at the very center of the RangedWeapon's sprite. 21 | void RangedWeapon::resetProjectileSpawnPoint() 22 | { 23 | double length = sprite()->currentlyDisplayedFrame().width(); 24 | double width = sprite()->currentlyDisplayedFrame().height(); 25 | 26 | QPointF center; 27 | center.setX(length/2); 28 | center.setY(width/2); 29 | setProjectileSpawnPoint(center); 30 | } 31 | -------------------------------------------------------------------------------- /qge/RangedWeapon.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Weapon.h" 4 | 5 | class QPointF; 6 | 7 | namespace qge{ 8 | 9 | /// Abstract class that represents a weapon that can fire projectiles. 10 | class RangedWeapon : public Weapon 11 | { 12 | public: 13 | QPointF projectileSpawnPoint(); 14 | void setProjectileSpawnPoint(QPointF point); 15 | void resetProjectileSpawnPoint(); 16 | 17 | private: 18 | QPointF projectileSpawnPoint_; 19 | }; 20 | 21 | } 22 | -------------------------------------------------------------------------------- /qge/RangedWeaponSlot.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "Slot.h" 6 | 7 | namespace qge{ 8 | 9 | class EquipableItem; 10 | 11 | class RangedWeaponSlot : public Slot 12 | { 13 | public: 14 | bool canBeEquipped(EquipableItem *item); 15 | void use(); 16 | }; 17 | 18 | } 19 | -------------------------------------------------------------------------------- /qge/ShardsOfFireAbility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | #include "NoTargetAbility.h" 6 | 7 | namespace qge{ 8 | 9 | class Sound; 10 | 11 | class ShardsOfFireAbility : public NoTargetAbility 12 | { 13 | public: 14 | ShardsOfFireAbility(int numShards, double shardDistance, Entity* owner=nullptr); 15 | void useImplementation() override; 16 | 17 | private: 18 | Sound* soundEffect_; 19 | int numShards_; 20 | double shardDistance_; 21 | }; 22 | 23 | } 24 | -------------------------------------------------------------------------------- /qge/ShopBehaviorNoCost.cpp: -------------------------------------------------------------------------------- 1 | #include "ShopBehaviorNoCost.h" 2 | 3 | using namespace qge; 4 | 5 | bool ShopBehaviorNoCost::buy(Item *item, Inventory *buyer, Inventory *seller) 6 | { 7 | // simply allow purchase (don't transfer anything from buyer to seller) 8 | return true; 9 | } 10 | -------------------------------------------------------------------------------- /qge/ShopBehaviorNoCost.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "ShopGuiBehavior.h" 4 | 5 | namespace qge{ 6 | 7 | /// Allows free buying at Shop. 8 | class ShopBehaviorNoCost : public ShopGuiBehavior 9 | { 10 | public: 11 | virtual bool buy(Item* item, Inventory* buyer, Inventory* seller); 12 | }; 13 | 14 | } 15 | -------------------------------------------------------------------------------- /qge/ShopGuiBehavior.cpp: -------------------------------------------------------------------------------- 1 | #include "ShopGuiBehavior.h" 2 | 3 | using namespace qge; 4 | -------------------------------------------------------------------------------- /qge/ShopGuiBehavior.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | namespace qge{ 4 | 5 | class Inventory; 6 | class Item; 7 | 8 | class ShopGuiBehavior 9 | { 10 | public: 11 | /// Executed when something is attempted to be bought by the ShopGui. 12 | /// Do whats necessary (i.e. attempt to take gold or something from the buyer) 13 | /// and then return true to indicate that the buying was succesfull (i.e. you 14 | /// succesfully took transfered gold from buyer to seller) or not (i.e. 15 | /// the buyer did not have enough gold). 16 | virtual bool buy(Item* item, Inventory* seller, Inventory* buyer) = 0; 17 | }; 18 | 19 | } 20 | -------------------------------------------------------------------------------- /qge/SpearProjectile.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Projectile.h" 4 | 5 | class QPointF; 6 | 7 | namespace qge{ 8 | 9 | class Map; 10 | 11 | /// Represents a Projectile that simply goes from the start position 12 | /// towards the target position until it exceeds its range. When the SpearProjectile 13 | /// exceeds its range, it will simply be destroyed. 14 | /// @author Abdullah Aghazadah 15 | /// @date 5/24/16 16 | class SpearProjectile : public Projectile 17 | { 18 | public: 19 | SpearProjectile(double range, double damage); 20 | 21 | virtual void shootTowards(const QPointF& pos); 22 | 23 | private: 24 | double range_; 25 | double distTravelledSoFar_; 26 | }; 27 | 28 | } 29 | -------------------------------------------------------------------------------- /qge/Utilities.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Vendor.h" 4 | 5 | class QPointF; 6 | 7 | namespace qge{ 8 | 9 | /// This file contains a bunch of utility functions for the game engine. 10 | /// @author Abdullah Aghazadah 11 | /// @date 8-17-16 12 | /// @file 13 | 14 | class Map; 15 | class AIEntity; 16 | class Entity; 17 | 18 | // convenience functions 19 | void addRandomTrees(Map* mapToAddTreesTo, int numTreesToAdd, const std::string& treeNumber, int numImages); 20 | void addTag(const std::string& tag, std::initializer_list entities); 21 | Entity* getMinitaurEntity(); 22 | Entity* getSpiderEntity(); 23 | 24 | // mathmatical 25 | double frequency(double stepSize, double rate); 26 | double secondsToMs(double seconds); 27 | double msToSeconds(double milliseconds); 28 | quint32 fastRandom(); 29 | double closestAngle(const std::vector& allAngles, double targetAngle); 30 | double randInt(int from, int to); 31 | double randDouble(double from, double to); 32 | 33 | } 34 | -------------------------------------------------------------------------------- /qge/Weapon.cpp: -------------------------------------------------------------------------------- 1 | #include "Weapon.h" 2 | 3 | using namespace qge; 4 | 5 | Weapon::Weapon(): 6 | castRange_(100) 7 | { 8 | 9 | } 10 | 11 | 12 | /// Returns the cast range of the Weapon. 13 | /// @see setCastRange(). 14 | double Weapon::castRange() 15 | { 16 | return castRange_; 17 | } 18 | 19 | /// Sets the cast range of the Weapon. The cast range should be set to roughly the 20 | /// distance that the weapon is effective from. Several things use this. For example, 21 | /// when some entities are chasing an enemy, they will check if they are 22 | /// close enough to use the weapon on the enemy, they do this by comparing their 23 | /// distance from the enemy with the cast range of their weapon. 24 | void Weapon::setCastRange(double range) 25 | { 26 | castRange_ = range; 27 | } 28 | -------------------------------------------------------------------------------- /qge/Weapon.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "EquipableItem.h" 4 | 5 | namespace qge{ 6 | 7 | /// An abstract class that represents an EquipableItem that can 8 | /// attack towards a position. 9 | /// @author Abdullah Aghazadah 10 | class Weapon : public EquipableItem 11 | { 12 | public: 13 | Weapon(); 14 | virtual void attack(QPointF position) = 0; 15 | 16 | double castRange(); 17 | void setCastRange(double range); 18 | 19 | private: 20 | double castRange_; // how far can this weapon be used from? 21 | }; 22 | 23 | } 24 | -------------------------------------------------------------------------------- /qge/WeaponSlot.cpp: -------------------------------------------------------------------------------- 1 | #include "WeaponSlot.h" 2 | 3 | #include "Weapon.h" 4 | 5 | using namespace qge; 6 | 7 | bool WeaponSlot::canBeEquipped(EquipableItem *item) 8 | { 9 | // WeaponSlot can only equip Weapons 10 | Weapon* asWeapon = dynamic_cast(item); 11 | return asWeapon; 12 | } 13 | 14 | void WeaponSlot::use() 15 | { 16 | // call attack on the Weapon 17 | Weapon* asWeapon = dynamic_cast(item_); 18 | QLineF line(owner()->pos(),QPointF(-100,-100)); 19 | line.setAngle(-1*owner()->facingAngle()); 20 | line.setLength(200); 21 | asWeapon->attack(line.p2()); 22 | } 23 | -------------------------------------------------------------------------------- /qge/WeaponSlot.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Slot.h" 4 | 5 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qgeTestGame # this is what our executable is called 5 | TEMPLATE = app # make an executable (not static or dynamic lib) 6 | 7 | SOURCES += \ 8 | main.cpp \ 9 | MyEventHandler.cpp \ 10 | SpiderCreator.cpp \ 11 | 12 | HEADERS += \ 13 | MyEventHandler.h \ 14 | SpiderCreator.h \ 15 | -------------------------------------------------------------------------------- /testProject/SpiderCreator.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | #include "qge/EntityCreator.h" 6 | 7 | namespace qge{ 8 | class CItemDropper; 9 | } 10 | 11 | /// An EntityCreator that will create a spider. 12 | /// You can specify the group the spider will be created for as well as the enemy groups of the created spider. 13 | class SpiderCreator : public qge::EntityCreator 14 | { 15 | public: 16 | SpiderCreator(); 17 | 18 | qge::Entity* createEntity() override; 19 | private: 20 | qge::CItemDropper* itemDropper_; 21 | }; 22 | 23 | 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