diff --git a/docs/diagrams/classes.svg b/docs/diagrams/classes.svg index d68ab02..df3320a 100644 --- a/docs/diagrams/classes.svg +++ b/docs/diagrams/classes.svg @@ -1 +1 @@ -GameGame() : void~Game() : voidaddTile(int id, int x, int y) : voidclean() : voidgetWinner() : boolhandleEvents() : voidinit(const char * title, int xpos, int ypos, int width, int height, bool fullscreen) : voidrender() : voidrunning() const : boolupdate() : voidassets : AssetManager *colliders : std::vector<ColliderComponent *>counter : intevent : SDL_EventisRunning : boolrenderer : SDL_Renderer *window : SDL_Window *winner : boolGroupLabelMAPPLAYERSENEMIESCOLLIDERSPROJECTILEHEARTSComponent~Component() constexpr = default : voiddraw() : voidinit() : voidupdate() : voidentity : Entity *ManageraddEntity() : Entity &addToGroup(Entity * mEntity, Group mGroup) : voiddraw() : voidgetGroup(Group mGroup) : std::vector<Entity *> &refresh() : voidupdate() : voidentities : std::vector<std::unique_ptr<Entity>>groupedEntities : std::array<std::vector<Entity *>,MAX_GROUPS>EntityEntity(Manager & mManager) : voidaddComponent<T,TArgs...>(TArgs &&... mArgs) : T &addGroup(Group mGroup) : voiddelGroup(Group mGroup) : voiddestroy() : voiddraw() const : voidgetComponent<T>() const : T &hasComponent<T>() const : _BoolhasGroup(Group mGroup) : boolisActive() const : boolupdate() const : voidactive : boolcomponentArray : ComponentArraycomponentBitSet : ComponentBitSetcomponents : std::vector<std::unique_ptr<Component>>groupBitSet : GroupBitSetmanager : Manager &Vector2DVector2D() : voidVector2D(float x, float y) : voidoperator*(const int & i) : Vector2D &zero() : Vector2D &x : floaty : floatTransformComponentTransformComponent() : voidTransformComponent(int scale) : voidTransformComponent(float x, float y) : voidTransformComponent(float x, float y, int scale) : voidTransformComponent(float x, float y, int w, int h, int scale) : voidinit() : voidupdate() : voidheight : intposition : Vector2Dscale : intspeed : intvelocity : Vector2Dwidth : intAnimationAnimation() : voidAnimation(int i, int f, int s) : voidframes : intindex : intspeed : intAnimationTypeIDLEWALKSpriteComponentSpriteComponent() = default : voidSpriteComponent(const char * path) : voidSpriteComponent(const char * path, bool isAnimated) : void~SpriteComponent() : voiddraw() : voidinit() : voidplay(AnimationType type) : voidsetTexture(const char * path) : voidupdate() : voidanimated : boolanimationIndex : intanimations : std::map<AnimationType,Animation *>destRect : SDL_Rectframes : intspeed : intsrcRect : SDL_Recttexture : SDL_Texture *transform : TransformComponent *KeyboardControllerKeyboardController() = default : voidKeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity) : void~KeyboardController() constexpr = default : voidinit() : voidupdate() : voiddown : SDL_Scancodefire : SDL_ScancodefireCooldown : Uint32fireVelocity : Vector2Dkeystates : const Uint8 *lastFireTime : Uint32left : SDL_Scancodeplayer : TransformComponent *right : SDL_Scancodesprite : SpriteComponent *transform : TransformComponent *up : SDL_ScancodeColliderComponentColliderComponent(const char * tag) : voidinit() : voidremoveCollision() : voidupdate() : voidcollider : SDL_RecthasCollision : booltag : const char *transform : TransformComponent *TextureDicttextureDictionary : const std::map<int,std::string>TileComponentTileComponent() = default : voidTileComponent(int x, int y, int w, int h, int id) : void~TileComponent() = default : voidinit() : voidpath : const char *sprite : SpriteComponent *textureDict : TextureDicttileID : inttileRect : SDL_Recttransform : TransformComponent *ProjectileComponentProjectileComponent(int range, int speed, Vector2D velocity, bool source) : void~ProjectileComponent() : voidgetSource() : boolinit() : voidupdate() : voiddistance : intrange : intsource : const boolspeed : inttransformComponent : TransformComponent *velocity : Vector2DHealthComponentHealthComponent(int health, Manager * manager, bool player) : void~HealthComponent() : voidcreateAllHearts() : voidcreateHeartComponents(int x) : voidgetDamage() : voidgetHealth() : intinit() : voidhealth : intmanager : Manager *player : boolAssetManagerAssetManager(Manager * manager) : void~AssetManager() : voidaddTexture(std::string id, const char * path) : voidcreateProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char * texturePath) : voidgetTexture(std::string id) : SDL_Texture *man : Manager *textures : std::map<std::string,SDL_Texture *>MapMap() = default : void~Map() constexpr = default : voidloadMap(const char * path, int sizeX, int sizeY) : voidcmp_stroperator()(const char * a, const char * b) const : boolTextureManagerTextureManager() : voidTextureManager(const TextureManager &) = deleted : void~TextureManager() : voidoperator=(const TextureManager &) = deleted : voiddraw(SDL_Texture * texture, SDL_Rect src, SDL_Rect dest) : voidget() : TextureManager &loadTexture(const char * fileName) : SDL_Texture *splitSpriteSheet(SDL_Texture * spriteSheet, int width, int height, int spritesOnSheet) : std::vector<SDL_Rect>texture_cache : std::map<const char *,SDL_Texture *,cmp_str>GameObjectGameObject(const char * texturesheet, int x, int y) : void~GameObject() constexpr = default : voidrender() : voidupdate() : voiddestRect : SDL_RectobjTexture : SDL_Texture *srcRect : SDL_RectxPos : intyPos : intcollidersassetsentitymanagerpositionvelocitytransformtransformplayerspritefireVelocitytransformtransformspritetextureDicttransformComponentvelocitymanagerman \ No newline at end of file +Component~Component() constexpr = default : voiddraw() : voidinit() : voidupdate() : voidentity : Entity *Vector2DVector2D() : voidVector2D(float x, float y) : voidoperator*(const int & i) : Vector2D &zero() : Vector2D &x : floaty : floatColliderComponentColliderComponent(const char * tag) : voidColliderComponent(const char * tag, float hitboxScale) : voidhandleCollision(Vector2D & characterPos, SDL_Rect & characterCollider, SDL_Rect & componentCollider) : voidinit() : voidremoveCollision() : voidupdate() : voidcollider : SDL_RecthasCollision : boolhitboxScale : floatisProjectile : booltag : const char *transform : TransformComponent *GroupLabelMAPTILESPLAYERSENEMIESCOLLIDERSPROJECTILEHEARTSPOWERUPSTeamLabelNONEBLUEREDEntityEntity(Manager & mManager) : voidaddComponent<T,TArgs...>(TArgs &&... mArgs) : T &addGroup(Group mGroup) : voiddelGroup(Group mGroup) : voiddestroy() : voiddraw() const : voidgetComponent<T>() const : T &getGroupBitSet() : std::bitset<MAX_GROUPS>getManager() : Manager &getTeam() : TeamLabelhasComponent<T>() const : _BoolhasGroup(Group mGroup) : boolisActive() const : boolsetTeam(TeamLabel teamLabel) : voidupdate() const : voidactive : boolcomponentArray : ComponentArraycomponentBitSet : ComponentBitSetcomponents : std::vector<std::unique_ptr<Component>>groupBitSet : GroupBitSetmanager : Manager &teamLabel : TeamLabelPowerupTypeHEARTWALKINGSPEEDSHOOTINGSPEEDAssetManagerAssetManager(Manager * manager) : void~AssetManager() : voidaddSoundEffect(std::string id, const char * path) : voidaddTexture(std::string id, const char * path) : voidcalculateSpawnPosition() : Vector2DcalculateType() : PowerupTypecreatePowerup(Vector2D pos, PowerupType type) : voidcreateProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char * texturePath, TeamLabel teamLabel) : voidgetSound(std::string id) : Mix_Chunk *getTexture(std::string id) : SDL_Texture *man : Manager *soundEffects : std::map<std::string,Mix_Chunk *>textures : std::map<std::string,SDL_Texture *>TextureDictpowerupDictionary : std::map<PowerupType,std::string>tileDictionary : const std::map<int,std::string>TileComponentTileComponent() = default : voidTileComponent(int x, int y, int w, int h, int id) : void~TileComponent() = default : voidinit() : voidpath : const char *sprite : SpriteComponent *textureDict : TextureDicttileID : inttileRect : SDL_Recttransform : TransformComponent *TransformComponentTransformComponent() : voidTransformComponent(int scale) : voidTransformComponent(float x, float y) : voidTransformComponent(float x, float y, int scale) : voidTransformComponent(float x, float y, int w, int h, int scale) : voidinit() : voidmodifySpeed(int8_t modifier) : voidupdate() : voiddirection : Vector2Dheight : intposition : Vector2Dscale : intspeed : intwidth : intAnimationAnimation() : voidAnimation(uint8_t index, uint8_t frames, uint8_t speed) : voidframes : uint8_tindex : uint8_tspeed : uint8_tAnimationTypeIDLEWALKDirectionLEFTRIGHTSpriteComponentSpriteComponent() = default : voidSpriteComponent(const char * path) : voidSpriteComponent(const char * path, bool isAnimated) : void~SpriteComponent() : voiddraw() : voidinit() : voidplayAnimation(AnimationType type) : voidsetDirection(Direction direction) : voidsetTexture(const char * path) : voidupdate() : voidanimated : boolanimationIndex : intanimations : std::map<AnimationType,std::unique_ptr<Animation>>destRect : SDL_Rectflipped : boolframes : uint8_tspeed : uint8_tsrcRect : SDL_Recttexture : SDL_Texture *transform : TransformComponent *ManageraddEntity() : Entity &addToGroup(Entity * mEntity, Group mGroup) : voidaddToTeam(Entity * mEntity, Team mTeam) : voiddraw() : voidgetAll() : std::vector<Entity *>getGroup(Group mGroup) : std::vector<Entity *> &getTeam(Team mTeam) : std::vector<Entity *> &refresh() : voidupdate() : voidentities : std::vector<std::unique_ptr<Entity>>entitiesByGroup : std::array<std::vector<Entity *>,MAX_GROUPS>entitiesByTeam : std::array<std::vector<Entity *>,MAX_TEAMS>TextureManagerTextureManager() : void~TextureManager() : voiddraw(SDL_Texture * texture, SDL_Rect src, SDL_Rect dest, bool flipped = false) : voidloadTexture(const char * fileName) : SDL_Texture *splitSpriteSheet(SDL_Texture * spriteSheet, int width, int height, int spritesOnSheet) : std::vector<SDL_Rect>texture_cache : std::map<std::string,SDL_Texture *>SoundTypesSTEPSTHROW_EGGSoundManagerSoundManager() : voidSoundManager(const SoundManager &) = deleted : void~SoundManager() : voidoperator=(const SoundManager &) = deleted : voidloadSound(const char * fileName) : Mix_Chunk *playSound(SoundTypes sound) : voidsound_cache : std::map<const char *,Mix_Chunk *>KeyboardControllerKeyboardController() = default : voidKeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity) : void~KeyboardController() constexpr = default : voidinit() : voidmodifyAtkSpeed(int8_t modifier) : voidupdate() : voiddown : SDL_Scancodefire : SDL_ScancodefireCooldown : uint32_tfireVelocity : Vector2Dkeystates : const uint8_t *lastFireTime : uint32_tleft : SDL_Scancodeplayer : TransformComponent *right : SDL_Scancodesprite : SpriteComponent *transform : TransformComponent *up : SDL_ScancodeProjectileComponentProjectileComponent(int range, int speed, Vector2D direction) : void~ProjectileComponent() : voidinit() : voidupdate() : voiddirection : Vector2Ddistance : intrange : intspeed : inttransformComponent : TransformComponent *HealthComponentHealthComponent(int health, Direction side) : void~HealthComponent() : voidcreateHeartComponents(int x) : voidgetHealth() : intinit() : voidmodifyHealth(int health = -1) : voidrefreshHearts() : voidsetHealth(int health) : voidhealth : intside : DirectionGameGame() : void~Game() : voidaddTile(unsigned long id, int x, int y) : voidclean() : voidgetWinner() const : TeamLabelhandleEvents() : voidinit(const char * title, int xpos, int ypos, int width, int height, bool fullscreen) : voidrefreshPlayers() : voidrender() : voidrunning() const : boolselectCharacters(const char *& playerSprite, const char *& enemySprite) : voidsetWinner(TeamLabel winningTeam) : voidupdate() : voidassets : AssetManager *collisionHandler : CollisionHandler *counter : intevent : SDL_EventisRunning : boolrenderer : SDL_Renderer *soundManager : SoundManager *textureManager : TextureManager *window : SDL_Window *winner : TeamLabeldirectionLEFTRIGHTUPDOWNCollisionHandlerCollisionHandler(Manager & mManager) : void~CollisionHandler() : voidgetAnyIntersection<T>(Entity * entity, Vector2D posMod = = {}, const std::initializer_list<GroupLabel> & groupLabels = = {}, const std::initializer_list<TeamLabel> & teamLabels = = {}, bool negateTeam = false) : TgetColliders(const std::initializer_list<GroupLabel> & groupLabels, const std::initializer_list<TeamLabel> & teamLabels = = {}, bool negateTeam = false) : std::vector<ColliderComponent *>getIntersection(Entity * entityA, Entity * entityB, Vector2D posModA = Vector2D(0,0), Vector2D posModB = Vector2D(0,0)) : IntersectionBitSetgetIntersectionWithBounds(Entity * entity, Vector2D posMod = Vector2D(0,0)) : IntersectionBitSetupdate() : voidmanager : Manager &PowerupComponentPowerupComponent(PowerupType type) : void~PowerupComponent() : voidatkSpeedEffect(Entity * player) : voidheartEffect(Entity * player) : voidmovementSpeedEffect(Entity * player) : voidupdate() : voidpickupFunc : void (PowerupComponent::*)(Entity *)PlayerComponentMapMap() = default : void~Map() constexpr = default : voidloadMap(const char * path, int sizeX, int sizeY) : boolStatsMOVEMENT_SPEEDATTACK_SPEEDStatEffectsComponentStatEffectsComponent() : void~StatEffectsComponent() : voidinit() : voidmodifyStatDur(Stats stat, int duration) : voidmodifyStatValue(Stats stat, int modifier) : voidupdate() : voidbuffs : std::array<int,MAX_STATS>PopupWindowPopupWindow(const char * title, const std::string & message) : void~PopupWindow() : voidhandleWinnerEvents() : voidrenderWinnerPopup(TeamLabel winner) : voidshouldContinue() const : boolcontinueGame : boolinteracted : boolrenderer : SDL_Renderer *texture : SDL_Texture *window : SDL_Window *GameObjectGameObject(const char * texturesheet, int x, int y) : void~GameObject() constexpr = default : voidrender() : voidupdate() : voiddestRect : SDL_RectobjTexture : SDL_Texture *srcRect : SDL_RectxPos : intyPos : intentitytransformmanagerteamLabelmantransformspritetextureDictpositiondirectiontransformtransformplayerspritefireVelocitytransformComponentdirectionsidewinnercollisionHandlerassetstextureManagersoundManagermanager \ No newline at end of file diff --git a/docs/diagrams/includes.svg b/docs/diagrams/includes.svg index 959b2df..288e1de 100644 --- a/docs/diagrams/includes.svg +++ b/docs/diagrams/includes.svg @@ -1 +1 @@ -srcincludeGame.cppECS.cppTextureManager.cppMap.cppGameObject.cppKeyboardController.cppmain.cppVector2D.cppGame.hComponents.hECS.hComponent.hConstants.hManager.hEntity.hTransformComponent.hVector2D.hSpriteComponent.hAnimationHandler.hKeyboardController.hColliderComponent.hTileComponent.hTextureDict.hProjectileComponent.hHealthComponent.hAssetManager.hMap.hTextureManager.hGameObject.hSDL.hSDL_image.hvectorcstddefiostreamarraymemorybitsetmapSDL_render.hstringstdexceptfstream \ No newline at end of file +srcincludeTileComponent.cppManager.cppAssetManager.cppProjectileComponent.cppPlayerComponent.cppCollisionHandler.cppEntity.cppMap.cppSpriteComponent.cppStatEffectsComponent.cppHealthComponent.cppVector2D.cppColliderComponent.cppECS.cppTransformComponent.cppSoundManager.cppTextureManager.cppPowerupComponent.cppmain.cppKeyboardController.cppGame.cppPopupWindow.cppGameObject.cppTileComponent.hComponent.hTextureDict.hAssetManager.hEntity.hColliderComponent.hVector2D.hECS.hConstants.hTransformComponent.hSpriteComponent.hAnimationHandler.hDirection.hManager.hTextureManager.hSoundManager.hComponents.hKeyboardController.hProjectileComponent.hHealthComponent.hGame.hCollisionHandler.hPowerupComponent.hPlayerComponent.hMap.hStatEffectsComponent.hPopupWindow.hGameObject.hSDL.hmapstringSDL_render.hSDL_mixer.harraymemorybitsetvectorSDL_rect.hcstddefiostreamcstdintalgorithmSDL_image.hinitializer_listtupleutilitycassertcstdiocctypefstreamSDL_timer.hstdexceptctimeSDL_ttf.hSDL_error.h \ No newline at end of file diff --git a/docs/diagrams/includes_no_external.svg b/docs/diagrams/includes_no_external.svg index 3e4ed8b..6bb4891 100644 --- a/docs/diagrams/includes_no_external.svg +++ b/docs/diagrams/includes_no_external.svg @@ -1 +1 @@ -srcincludeGame.cppECS.cppTextureManager.cppMap.cppGameObject.cppKeyboardController.cppmain.cppVector2D.cppGame.hComponents.hECS.hComponent.hConstants.hManager.hEntity.hTransformComponent.hVector2D.hSpriteComponent.hAnimationHandler.hKeyboardController.hColliderComponent.hTileComponent.hTextureDict.hProjectileComponent.hHealthComponent.hAssetManager.hMap.hTextureManager.hGameObject.h \ No newline at end of file +srcincludeTileComponent.cppManager.cppAssetManager.cppProjectileComponent.cppPlayerComponent.cppCollisionHandler.cppEntity.cppMap.cppSpriteComponent.cppStatEffectsComponent.cppHealthComponent.cppVector2D.cppColliderComponent.cppECS.cppTransformComponent.cppSoundManager.cppTextureManager.cppPowerupComponent.cppmain.cppKeyboardController.cppGame.cppPopupWindow.cppGameObject.cppTileComponent.hComponent.hTextureDict.hAssetManager.hEntity.hColliderComponent.hVector2D.hECS.hConstants.hTransformComponent.hSpriteComponent.hAnimationHandler.hDirection.hManager.hTextureManager.hSoundManager.hComponents.hKeyboardController.hProjectileComponent.hHealthComponent.hGame.hCollisionHandler.hPowerupComponent.hPlayerComponent.hMap.hStatEffectsComponent.hPopupWindow.hGameObject.h \ No newline at end of file diff --git a/docs/diagrams/load_map_example_sequence.svg b/docs/diagrams/load_map_example_sequence.svg index a396b19..797ac13 100644 --- a/docs/diagrams/load_map_example_sequence.svg +++ b/docs/diagrams/load_map_example_sequence.svg @@ -1 +1 @@ -MapMapGameGameManagerManagerEntityEntityTileComponentTileComponentgetComponentTypeID<TileComponent>()getComponentTypeID<TileComponent>()getNewComponentTypeID()getNewComponentTypeID()ColliderComponentColliderComponentgetComponentTypeID<ColliderComponent>()getComponentTypeID<ColliderComponent>()loadMap(const char *,int,int)looploopaddTile(int,int,int)addEntity()addComponent(int &,int &,const int &,const int &,int &)TileComponent(int,int,int,int,int)init()altaddComponent(const char (&)[6])ColliderComponent(const char *)init()addGroup(Group) \ No newline at end of file +MapMapGameGameManagerManagerEntityEntityTileComponentTileComponentgetComponentTypeID<TileComponent>()getComponentTypeID<TileComponent>()getNewComponentTypeID()getNewComponentTypeID()TransformComponentTransformComponentgetComponentTypeID<TransformComponent>()getComponentTypeID<TransformComponent>()Vector2DVector2DgetComponentTypeID<T>()getComponentTypeID<T>()getComponentTypeID<ColliderComponent>()getComponentTypeID<ColliderComponent>()getComponentTypeID<SpriteComponent>()getComponentTypeID<SpriteComponent>()getComponentTypeID<HealthComponent>()getComponentTypeID<HealthComponent>()getComponentTypeID<KeyboardController>()getComponentTypeID<KeyboardController>()getComponentTypeID<StatEffectsComponent>()getComponentTypeID<StatEffectsComponent>()SpriteComponentSpriteComponentTextureManagerTextureManagerColliderComponentColliderComponentStatEffectsComponentStatEffectsComponentloadMap(const char *,int,int)loopaltaddTile(unsigned long,int,int)addEntity()Entity(Manager &)addComponent(int &,int &,const int &,const int &,unsigned long &)TileComponent(int,int,int,int,int)init()addComponent(int &,int &,int &,int &,int &&)TransformComponent(float,float,int,int,int)init()zero()getComponent() constaddComponent(const char *&)SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()getComponent() constaltaddComponent(const char (&)[6])ColliderComponent(const char *)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group) \ No newline at end of file diff --git a/docs/diagrams/sequence.svg b/docs/diagrams/sequence.svg index a396b19..d0b5207 100644 --- a/docs/diagrams/sequence.svg +++ b/docs/diagrams/sequence.svg @@ -1 +1 @@ -MapMapGameGameManagerManagerEntityEntityTileComponentTileComponentgetComponentTypeID<TileComponent>()getComponentTypeID<TileComponent>()getNewComponentTypeID()getNewComponentTypeID()ColliderComponentColliderComponentgetComponentTypeID<ColliderComponent>()getComponentTypeID<ColliderComponent>()loadMap(const char *,int,int)looploopaddTile(int,int,int)addEntity()addComponent(int &,int &,const int &,const int &,int &)TileComponent(int,int,int,int,int)init()altaddComponent(const char (&)[6])ColliderComponent(const char *)init()addGroup(Group) \ No newline at end of file +main(int,char **)main(int,char **)GameGameTextureManagerTextureManagerManagerManagerMapMapEntityEntityTileComponentTileComponentgetComponentTypeID<TileComponent>()getComponentTypeID<TileComponent>()getNewComponentTypeID()getNewComponentTypeID()TransformComponentTransformComponentgetComponentTypeID<TransformComponent>()getComponentTypeID<TransformComponent>()Vector2DVector2DgetComponentTypeID<T>()getComponentTypeID<T>()getComponentTypeID<ColliderComponent>()getComponentTypeID<ColliderComponent>()getComponentTypeID<SpriteComponent>()getComponentTypeID<SpriteComponent>()getComponentTypeID<HealthComponent>()getComponentTypeID<HealthComponent>()getComponentTypeID<KeyboardController>()getComponentTypeID<KeyboardController>()getComponentTypeID<StatEffectsComponent>()getComponentTypeID<StatEffectsComponent>()SpriteComponentSpriteComponentColliderComponentColliderComponentStatEffectsComponentStatEffectsComponentAssetManagerAssetManagerSoundManagerSoundManagerKeyboardControllerKeyboardControllerHealthComponentHealthComponentComponentComponentCollisionHandlerCollisionHandlerPowerupComponentPowerupComponentgetComponentTypeID<PowerupComponent>()getComponentTypeID<PowerupComponent>()PopupWindowPopupWindowGame()init(const char *,int,int,int,int,bool)loadTexture(const char *)selectCharacters(const char *&,const char *&)looploadTexture(const char *)getGroup(Group)getGroup(Group)getGroup(Group)getGroup(Group)getGroup(Group)Map()alt[loadMap(const char *,int,int)]loopaltaddTile(unsigned long,int,int)addEntity()Entity(Manager &)addComponent(int &,int &,const int &,const int &,unsigned long &)TileComponent(int,int,int,int,int)init()addComponent(int &,int &,int &,int &,int &&)TransformComponent(float,float,int,int,int)init()zero()getComponent() constaddComponent(const char *&)SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()getComponent() constaltaddComponent(const char (&)[6])ColliderComponent(const char *)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)addSoundEffect(std::string,const char *)loadSound(const char *)addSoundEffect(std::string,const char *)loadSound(const char *)setTeam(TeamLabel)addToTeam(Entity *,Team)addComponent(int &&,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char *&,bool &&)SpriteComponent(const char *,bool)playAnimation(AnimationType)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()Vector2D(float,float)addComponent(SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,Vector2D &&)KeyboardController(SDL_Scancode,SDL_Scancode,SDL_Scancode,SDL_Scancode,SDL_Scancode,Vector2D)init()getComponent() constgetComponent() constaddComponent(const char (&)[7],float &&)ColliderComponent(const char *,float)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addComponent(int &&,Direction &&)HealthComponent(int,Direction)init()refreshHearts()loop[getManager()][getGroup(Group)]alt[getTeam()][getTeam()]destroy()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()loopaltcreateHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)createHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()addGroup(Group)addToGroup(Entity *,Group)setTeam(TeamLabel)addToTeam(Entity *,Team)addComponent(int &&,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char *&,bool &&)SpriteComponent(const char *,bool)playAnimation(AnimationType)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()Vector2D(float,float)addComponent(SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,SDL_Scancode &&,Vector2D &&)KeyboardController(SDL_Scancode,SDL_Scancode,SDL_Scancode,SDL_Scancode,SDL_Scancode,Vector2D)init()getComponent() constgetComponent() constaddComponent(const char (&)[6],float &&)ColliderComponent(const char *,float)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addComponent(int &&,Direction &&)HealthComponent(int,Direction)init()refreshHearts()loop[getManager()][getGroup(Group)]alt[getTeam()][getTeam()]destroy()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()loopaltcreateHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)createHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()addGroup(Group)addToGroup(Entity *,Group)looploop[running() const]handleEvents()update()getComponent() constgetComponent() constrefresh()update()loopupdate() constloopupdate()altcalculateSpawnPosition()Vector2D(float,float)looploop[getColliders(const std::initializer_list<GroupLabel> &,const std::initializer_list<TeamLabel> &,bool)]loop[getAll()]alt[getGroupBitSet()]alt[getTeam()]alt[hasComponent() const]getComponent() constVector2D(float,float)calculateType()createPowerup(Vector2D,PowerupType)addEntity()Entity(Manager &)addComponent(float &,float &,int &&,int &&,int &&)TransformComponent(float,float,int,int,int)init()zero()tryaddComponent(char *&&)SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()[std::runtime_error]addComponent(const char (&)[8],float &&)ColliderComponent(const char *,float)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addComponent(PowerupType &)PowerupComponent(PowerupType)init()addGroup(Group)addToGroup(Entity *,Group)loop[getGroup(Group)]alt[getComponent() const][getHealth()]getTeam()setWinner(TeamLabel)render()loopdraw() constloopdraw()loopdraw() constloopdraw()loopdraw() constloopdraw()loopdraw() constloopdraw()loopdraw() constloopdraw()getWinner() constPopupWindow(const char *,const std::string &)renderWinnerPopup(TeamLabel)loophandleWinnerEvents()shouldContinue() constrefreshPlayers()loopdestroy()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()getComponent() constVector2D(float,float)getComponent() constVector2D(float,float)getComponent() constsetHealth(int)refreshHearts()loop[getManager()][getGroup(Group)]alt[getTeam()][getTeam()]destroy()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()loopaltcreateHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)createHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)getComponent() constsetHealth(int)refreshHearts()loop[getManager()][getGroup(Group)]alt[getTeam()][getTeam()]destroy()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()alt[hasComponent() const]getComponent() constremoveCollision()loopaltcreateHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)createHeartComponents(int)getManager()addEntity()Entity(Manager &)addComponent(int &,int &&,int &&)TransformComponent(float,float,int)init()zero()addComponent(const char (&)[17])SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()addGroup(Group)addToGroup(Entity *,Group)getTeam()setTeam(TeamLabel)addToTeam(Entity *,Team)update()getComponent() constgetComponent() constrefresh()update()loopupdate() constloopupdate()altcalculateSpawnPosition()Vector2D(float,float)looploop[getColliders(const std::initializer_list<GroupLabel> &,const std::initializer_list<TeamLabel> &,bool)]loop[getAll()]alt[getGroupBitSet()]alt[getTeam()]alt[hasComponent() const]getComponent() constVector2D(float,float)calculateType()createPowerup(Vector2D,PowerupType)addEntity()Entity(Manager &)addComponent(float &,float &,int &&,int &&,int &&)TransformComponent(float,float,int,int,int)init()zero()tryaddComponent(char *&&)SpriteComponent(const char *)setTexture(const char *)loadTexture(const char *)init()getComponent() constupdate()[std::runtime_error]addComponent(const char (&)[8],float &&)ColliderComponent(const char *,float)init()alt[hasComponent() const]addComponent()TransformComponent()zero()init()zero()StatEffectsComponent()init()getComponent() constupdate()addComponent(PowerupType &)PowerupComponent(PowerupType)init()addGroup(Group)addToGroup(Entity *,Group)loop[getGroup(Group)]alt[getComponent() const][getHealth()]getTeam()setWinner(TeamLabel)clean() \ No newline at end of file