Air-Trap 1.0.0
A multiplayer R-Type clone game engine built with C++23 and ECS architecture
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rtp::ecs::components::ShieldVisual Struct Reference

Component for visual shield effect displayed around the player. More...

#include <ShieldVisual.hpp>

Collaboration diagram for rtp::ecs::components::ShieldVisual:

Public Attributes

float animationTime {0.0f}
 Time accumulator for pulse animation.
 
float alpha {200.0f}
 Current transparency (150-255, pulsing effect)
 

Detailed Description

Component for visual shield effect displayed around the player.

This component is client-side only and manages the visual representation of the shield power-up. It displays two green pulsing circles around the player entity when active.

The shield visual is automatically removed when:

  • An enemy bullet collides with the player (detected client-side)
  • The server removes the Shield component (synchronized via network)

Definition at line 24 of file ShieldVisual.hpp.

Member Data Documentation

◆ alpha

float rtp::ecs::components::ShieldVisual::alpha {200.0f}

Current transparency (150-255, pulsing effect)

Definition at line 26 of file ShieldVisual.hpp.

◆ animationTime

float rtp::ecs::components::ShieldVisual::animationTime {0.0f}

Time accumulator for pulse animation.

Definition at line 25 of file ShieldVisual.hpp.

Referenced by rtp::client::NetworkSyncSystem::onEntityDeath(), and rtp::client::ShieldSystem::update().


The documentation for this struct was generated from the following file: