25 Manager(GameInternal* game) : game(game) {};
27 void update(uint_fast16_t diffTime);
32#ifndef DOXYGEN_SHOULD_SKIP_THIS
33 void addToGroup(
Entity* mEntity, Group mGroup);
34 std::vector<Entity*>& getGroup(Group mGroup);
38 std::vector<Entity*>
getAll();
44 GameInternal*
getGame() {
return this->game; };
48 std::vector<std::unique_ptr<Entity>> entities;
49 std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
Main class for any object in game, stores associations, labeling and components.
Definition Entity.h:35
GameInternal * getGame()
Definition Manager.h:44
Entity & addEntity()
Add a new entity to the game.
Definition Manager.cpp:54
std::vector< Entity * > getAll()
Returns all entities currently loaded in the game.
Definition Manager.cpp:45
void update(uint_fast16_t diffTime)
Definition Manager.cpp:30
void refresh()
Definition Manager.cpp:9