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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 15:53:42 +00:00

deploy: 2b411c5f6e807334cc52d420ab4f24fb971255db

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ineslelin 2024-12-17 22:05:39 +00:00
parent 076eee0766
commit ff0e3b46d2
107 changed files with 205 additions and 146 deletions

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@ -152,30 +152,31 @@ $(function(){initNavTree('AssetManager_8h_source.html',''); initResizable(true);
<div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span> <span class="keywordtype">void</span> createProjectile(<a class="code hl_class" href="classVector2D.html">Vector2D</a> pos, <a class="code hl_class" href="classVector2D.html">Vector2D</a> velocity, <span class="keywordtype">int</span> scale, <span class="keywordtype">int</span> range, <span class="keywordtype">int</span> speed, <span class="keyword">const</span> <span class="keywordtype">char</span>* texturePath, <a class="code hl_class" href="classEntity.html">Entity</a>* owner);</div> <div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span> <span class="keywordtype">void</span> createProjectile(<a class="code hl_class" href="classVector2D.html">Vector2D</a> pos, <a class="code hl_class" href="classVector2D.html">Vector2D</a> velocity, <span class="keywordtype">int</span> scale, <span class="keywordtype">int</span> range, <span class="keywordtype">int</span> speed, <span class="keyword">const</span> <span class="keywordtype">char</span>* texturePath, <a class="code hl_class" href="classEntity.html">Entity</a>* owner);</div>
<div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span> <span class="keywordtype">void</span> createPowerup(<a class="code hl_class" href="classVector2D.html">Vector2D</a> pos, std::function&lt;<span class="keywordtype">void</span> (<a class="code hl_class" href="classEntity.html">Entity</a>*)&gt; pickupFunc, std::string texturePath);</div> <div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span> <span class="keywordtype">void</span> createPowerup(<a class="code hl_class" href="classVector2D.html">Vector2D</a> pos, std::function&lt;<span class="keywordtype">void</span> (<a class="code hl_class" href="classEntity.html">Entity</a>*)&gt; pickupFunc, std::string texturePath);</div>
<div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> </div> <div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span> </div>
<div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span> <a class="code hl_class" href="classVector2D.html">Vector2D</a> calculateSpawnPosition();</div> <div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span> <a class="code hl_class" href="classVector2D.html">Vector2D</a> <a class="code hl_function" href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570">calculateSpawnPosition</a>(<a class="code hl_class" href="classVector2D.html">Vector2D</a> size, <a class="code hl_class" href="classVector2D.html">Vector2D</a> spawnArea);</div>
<div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span> PowerupType calculateType();</div> <div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span> <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt; [[deprecated]] T calculateRandomType(<span class="keywordtype">int</span> amount);</div>
<div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span> </div>
<div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span> <span class="comment">//texture management</span></div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span> <span class="keywordtype">void</span> addTexture(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span> </div>
<div class="line"><a id="l00036" name="l00036"></a><span class="lineno"> 36</span> <span class="comment">// sound management</span></div>
<div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span> <span class="keywordtype">void</span> addSoundEffect(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span> </div> <div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span> </div>
<div class="line"><a id="l00039" name="l00039"></a><span class="lineno"> 39</span> <span class="keywordtype">void</span> addMusic(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div> <div class="line"><a id="l00039" name="l00039"></a><span class="lineno"> 39</span> <span class="comment">//texture management</span></div>
<div class="line"><a id="l00040" name="l00040"></a><span class="lineno"> 40</span> </div> <div class="line"><a id="l00040" name="l00040"></a><span class="lineno"> 40</span> <span class="keywordtype">void</span> addTexture(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00041" name="l00041"></a><span class="lineno"> 41</span> SDL_Texture* getTexture(std::string <span class="keywordtype">id</span>);</div> <div class="line"><a id="l00041" name="l00041"></a><span class="lineno"> 41</span> </div>
<div class="line"><a id="l00042" name="l00042"></a><span class="lineno"> 42</span> Mix_Chunk* getSound(std::string <span class="keywordtype">id</span>);</div> <div class="line"><a id="l00042" name="l00042"></a><span class="lineno"> 42</span> <span class="comment">// sound management</span></div>
<div class="line"><a id="l00043" name="l00043"></a><span class="lineno"> 43</span> Mix_Music* getMusic(std::string <span class="keywordtype">id</span>);</div> <div class="line"><a id="l00043" name="l00043"></a><span class="lineno"> 43</span> <span class="keywordtype">void</span> addSoundEffect(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00044" name="l00044"></a><span class="lineno"> 44</span> </div> <div class="line"><a id="l00044" name="l00044"></a><span class="lineno"> 44</span> </div>
<div class="line"><a id="l00045" name="l00045"></a><span class="lineno"> 45</span><span class="keyword">private</span>:</div> <div class="line"><a id="l00045" name="l00045"></a><span class="lineno"> 45</span> <span class="keywordtype">void</span> addMusic(std::string <span class="keywordtype">id</span>, <span class="keyword">const</span> <span class="keywordtype">char</span>* path);</div>
<div class="line"><a id="l00046" name="l00046"></a><span class="lineno"> 46</span> </div> <div class="line"><a id="l00046" name="l00046"></a><span class="lineno"> 46</span> </div>
<div class="line"><a id="l00047" name="l00047"></a><span class="lineno"> 47</span> <a class="code hl_class" href="classManager.html">Manager</a>* man;</div> <div class="line"><a id="l00047" name="l00047"></a><span class="lineno"> 47</span> SDL_Texture* getTexture(std::string <span class="keywordtype">id</span>);</div>
<div class="line"><a id="l00048" name="l00048"></a><span class="lineno"> 48</span> std::map&lt;std::string, SDL_Texture*&gt; textures;</div> <div class="line"><a id="l00048" name="l00048"></a><span class="lineno"> 48</span> Mix_Chunk* getSound(std::string <span class="keywordtype">id</span>);</div>
<div class="line"><a id="l00049" name="l00049"></a><span class="lineno"> 49</span> std::map&lt;std::string, Mix_Chunk*&gt; soundEffects;</div> <div class="line"><a id="l00049" name="l00049"></a><span class="lineno"> 49</span> Mix_Music* getMusic(std::string <span class="keywordtype">id</span>);</div>
<div class="line"><a id="l00050" name="l00050"></a><span class="lineno"> 50</span> std::map&lt;std::string, Mix_Music*&gt; music;</div> <div class="line"><a id="l00050" name="l00050"></a><span class="lineno"> 50</span> </div>
<div class="line"><a id="l00051" name="l00051"></a><span class="lineno"> 51</span>};</div> <div class="line"><a id="l00051" name="l00051"></a><span class="lineno"> 51</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> </div>
<div class="line"><a id="l00053" name="l00053"></a><span class="lineno"> 53</span> <a class="code hl_class" href="classManager.html">Manager</a>* man;</div>
<div class="line"><a id="l00054" name="l00054"></a><span class="lineno"> 54</span> std::map&lt;std::string, SDL_Texture*&gt; textures;</div>
<div class="line"><a id="l00055" name="l00055"></a><span class="lineno"> 55</span> std::map&lt;std::string, Mix_Chunk*&gt; soundEffects;</div>
<div class="line"><a id="l00056" name="l00056"></a><span class="lineno"> 56</span> std::map&lt;std::string, Mix_Music*&gt; music;</div>
<div class="line"><a id="l00057" name="l00057"></a><span class="lineno"> 57</span>};</div>
</div> </div>
<div class="ttc" id="aclassAssetManager_html"><div class="ttname"><a href="classAssetManager.html">AssetManager</a></div><div class="ttdef"><b>Definition</b> AssetManager.h:21</div></div> <div class="ttc" id="aclassAssetManager_html"><div class="ttname"><a href="classAssetManager.html">AssetManager</a></div><div class="ttdef"><b>Definition</b> AssetManager.h:21</div></div>
<div class="ttc" id="aclassAssetManager_html_a0d3e4eb90ca0392825d0e6b4b26fa570"><div class="ttname"><a href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570">AssetManager::calculateSpawnPosition</a></div><div class="ttdeci">Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea)</div><div class="ttdoc">Calculates a random spawn position for an object within a given area.</div><div class="ttdef"><b>Definition</b> AssetManager.cpp:78</div></div>
<div class="ttc" id="aclassEntity_html"><div class="ttname"><a href="classEntity.html">Entity</a></div><div class="ttdoc">Main class for any object in game, stores associations, labeling and components.</div><div class="ttdef"><b>Definition</b> Entity.h:35</div></div> <div class="ttc" id="aclassEntity_html"><div class="ttname"><a href="classEntity.html">Entity</a></div><div class="ttdoc">Main class for any object in game, stores associations, labeling and components.</div><div class="ttdef"><b>Definition</b> Entity.h:35</div></div>
<div class="ttc" id="aclassManager_html"><div class="ttname"><a href="classManager.html">Manager</a></div><div class="ttdoc">Is responsible for managing all entities.</div><div class="ttdef"><b>Definition</b> Manager.h:23</div></div> <div class="ttc" id="aclassManager_html"><div class="ttname"><a href="classManager.html">Manager</a></div><div class="ttdoc">Is responsible for managing all entities.</div><div class="ttdef"><b>Definition</b> Manager.h:23</div></div>
<div class="ttc" id="aclassVector2D_html"><div class="ttname"><a href="classVector2D.html">Vector2D</a></div><div class="ttdef"><b>Definition</b> Vector2D.h:7</div></div> <div class="ttc" id="aclassVector2D_html"><div class="ttname"><a href="classVector2D.html">Vector2D</a></div><div class="ttdef"><b>Definition</b> Vector2D.h:7</div></div>

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@ -129,8 +129,8 @@ $(function(){initNavTree('classAssetManager.html',''); initResizable(true); });
<tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>addSoundEffect</b>(std::string id, const char *path) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>addSoundEffect</b>(std::string id, const char *path) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>addTexture</b>(std::string id, const char *path) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>addTexture</b>(std::string id, const char *path) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>AssetManager</b>(Manager *manager) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>AssetManager</b>(Manager *manager) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>calculateSpawnPosition</b>() (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>calculateRandomType</b>(int amount) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>calculateType</b>() (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr class="odd"><td class="entry"><a class="el" href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570">calculateSpawnPosition</a>(Vector2D size, Vector2D spawnArea)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>createPowerup</b>(Vector2D pos, std::function&lt; void(Entity *)&gt; pickupFunc, std::string texturePath) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>createPowerup</b>(Vector2D pos, std::function&lt; void(Entity *)&gt; pickupFunc, std::string texturePath) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>createProjectile</b>(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char *texturePath, Entity *owner) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="odd"><td class="entry"><b>createProjectile</b>(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char *texturePath, Entity *owner) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>getMusic</b>(std::string id) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr> <tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>getMusic</b>(std::string id) (defined in <a class="el" href="classAssetManager.html">AssetManager</a>)</td><td class="entry"><a class="el" href="classAssetManager.html">AssetManager</a></td><td class="entry"></td></tr>

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@ -137,12 +137,13 @@ void&#160;</td><td class="memItemRight" valign="bottom"><b>createProjectile</b>
<tr class="memitem:a1703d41e553c2d1b9084dbc30f470132" id="r_a1703d41e553c2d1b9084dbc30f470132"><td class="memItemLeft" align="right" valign="top"><a id="a1703d41e553c2d1b9084dbc30f470132" name="a1703d41e553c2d1b9084dbc30f470132"></a> <tr class="memitem:a1703d41e553c2d1b9084dbc30f470132" id="r_a1703d41e553c2d1b9084dbc30f470132"><td class="memItemLeft" align="right" valign="top"><a id="a1703d41e553c2d1b9084dbc30f470132" name="a1703d41e553c2d1b9084dbc30f470132"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>createPowerup</b> (<a class="el" href="classVector2D.html">Vector2D</a> pos, std::function&lt; void(<a class="el" href="classEntity.html">Entity</a> *)&gt; pickupFunc, std::string texturePath)</td></tr> void&#160;</td><td class="memItemRight" valign="bottom"><b>createPowerup</b> (<a class="el" href="classVector2D.html">Vector2D</a> pos, std::function&lt; void(<a class="el" href="classEntity.html">Entity</a> *)&gt; pickupFunc, std::string texturePath)</td></tr>
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<tr class="memitem:adcceaa7824c20f227f1d9774d0986625" id="r_adcceaa7824c20f227f1d9774d0986625"><td class="memItemLeft" align="right" valign="top"><a id="adcceaa7824c20f227f1d9774d0986625" name="adcceaa7824c20f227f1d9774d0986625"></a> <tr class="memitem:a0d3e4eb90ca0392825d0e6b4b26fa570" id="r_a0d3e4eb90ca0392825d0e6b4b26fa570"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classVector2D.html">Vector2D</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a0d3e4eb90ca0392825d0e6b4b26fa570">calculateSpawnPosition</a> (<a class="el" href="classVector2D.html">Vector2D</a> size, <a class="el" href="classVector2D.html">Vector2D</a> spawnArea)</td></tr>
<a class="el" href="classVector2D.html">Vector2D</a>&#160;</td><td class="memItemRight" valign="bottom"><b>calculateSpawnPosition</b> ()</td></tr> <tr class="memdesc:a0d3e4eb90ca0392825d0e6b4b26fa570"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculates a random spawn position for an object within a given area. <br /></td></tr>
<tr class="separator:adcceaa7824c20f227f1d9774d0986625"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="separator:a0d3e4eb90ca0392825d0e6b4b26fa570"><td class="memSeparator" colspan="2">&#160;</td></tr>
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PowerupType&#160;</td><td class="memItemRight" valign="bottom"><b>calculateType</b> ()</td></tr> template&lt;typename T &gt; </td></tr>
<tr class="separator:a67b67fe0e0bb52023490e229d73301c5"><td class="memSeparator" colspan="2">&#160;</td></tr> <tr class="memitem:a27ff29725708c2bb6cea9945010730a4"><td class="memTemplItemLeft" align="right" valign="top">T&#160;</td><td class="memTemplItemRight" valign="bottom"><b>calculateRandomType</b> (int amount)</td></tr>
<tr class="separator:a27ff29725708c2bb6cea9945010730a4"><td class="memSeparator" colspan="2">&#160;</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>addTexture</b> (std::string id, const char *path)</td></tr> void&#160;</td><td class="memItemRight" valign="bottom"><b>addTexture</b> (std::string id, const char *path)</td></tr>
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@ -162,6 +163,38 @@ Mix_Chunk *&#160;</td><td class="memItemRight" valign="bottom"><b>getSound</b> (
Mix_Music *&#160;</td><td class="memItemRight" valign="bottom"><b>getMusic</b> (std::string id)</td></tr> Mix_Music *&#160;</td><td class="memItemRight" valign="bottom"><b>getMusic</b> (std::string id)</td></tr>
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</table> </table>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="a0d3e4eb90ca0392825d0e6b4b26fa570" name="a0d3e4eb90ca0392825d0e6b4b26fa570"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0d3e4eb90ca0392825d0e6b4b26fa570">&#9670;&#160;</a></span>calculateSpawnPosition()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname"><a class="el" href="classVector2D.html">Vector2D</a> AssetManager::calculateSpawnPosition </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classVector2D.html">Vector2D</a></td> <td class="paramname"><span class="paramname"><em>size</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classVector2D.html">Vector2D</a></td> <td class="paramname"><span class="paramname"><em>spawnArea</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Calculates a random spawn position for an object within a given area. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">size</td><td>The size (collision box) of the object </td></tr>
<tr><td class="paramname">spawnArea</td><td>The area within which a spawn position will be calculated </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Spawn Coordinates for the object </dd></dl>
</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul> <hr/>The documentation for this class was generated from the following files:<ul>
<li>include/<a class="el" href="AssetManager_8h_source.html">AssetManager.h</a></li> <li>include/<a class="el" href="AssetManager_8h_source.html">AssetManager.h</a></li>
<li>src/<b>AssetManager.cpp</b></li> <li>src/<b>AssetManager.cpp</b></li>

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<a href="functions.html"/> <a href="functions.html"/>
<a href="functions.html"/> <a href="functions.html"/>
<a href="functions.html"/> <a href="functions.html"/>
<a href="functions.html"/>
<a href="functions_func.html"/>
<a href="functions_func.html"/> <a href="functions_func.html"/>
<a href="functions_func.html"/> <a href="functions_func.html"/>
<a href="functions_func.html"/> <a href="functions_func.html"/>
@ -171,6 +173,7 @@
<a href="Vector2D_8h_source.html"/> <a href="Vector2D_8h_source.html"/>
<a href="annotated.html"/> <a href="annotated.html"/>
<a href="classAssetManager.html"/> <a href="classAssetManager.html"/>
<a href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570"/>
<a href="classColliderComponent.html"/> <a href="classColliderComponent.html"/>
<a href="classCollisionHandler.html"/> <a href="classCollisionHandler.html"/>
<a href="classCollisionHandler.html#a247c551454374148029c2e88a5c325d9"/> <a href="classCollisionHandler.html#a247c551454374148029c2e88a5c325d9"/>

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</ul> </ul>
<h3><a id="index_c" name="index_c"></a>- c -</h3><ul>
<li>calculateSpawnPosition()&#160;:&#160;<a class="el" href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570">AssetManager</a></li>
</ul>
<h3><a id="index_d" name="index_d"></a>- d -</h3><ul> <h3><a id="index_d" name="index_d"></a>- d -</h3><ul>
<li>delGroup()&#160;:&#160;<a class="el" href="classEntity.html#ae3902aa921b519ed2c25cf4676c9cb5d">Entity</a></li> <li>delGroup()&#160;:&#160;<a class="el" href="classEntity.html#ae3902aa921b519ed2c25cf4676c9cb5d">Entity</a></li>
<li>destroy()&#160;:&#160;<a class="el" href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e">Entity</a></li> <li>destroy()&#160;:&#160;<a class="el" href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e">Entity</a></li>

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</ul> </ul>
<h3><a id="index_c" name="index_c"></a>- c -</h3><ul>
<li>calculateSpawnPosition()&#160;:&#160;<a class="el" href="classAssetManager.html#a0d3e4eb90ca0392825d0e6b4b26fa570">AssetManager</a></li>
</ul>
<h3><a id="index_d" name="index_d"></a>- d -</h3><ul> <h3><a id="index_d" name="index_d"></a>- d -</h3><ul>
<li>delGroup()&#160;:&#160;<a class="el" href="classEntity.html#ae3902aa921b519ed2c25cf4676c9cb5d">Entity</a></li> <li>delGroup()&#160;:&#160;<a class="el" href="classEntity.html#ae3902aa921b519ed2c25cf4676c9cb5d">Entity</a></li>
<li>destroy()&#160;:&#160;<a class="el" href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e">Entity</a></li> <li>destroy()&#160;:&#160;<a class="el" href="classEntity.html#a691dbe5f9ec930c27af2af0b97907a9e">Entity</a></li>

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