VEGO-Engine  0.1
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 CAnimationAnimation struct to hold animation data
 CColliderComponentAdds a collision box to an entity when added via entity.addComponent()
 CCollisionHandlerClass responsible for collision detection and handling
 CConfigLoaderEnables configuration of specific engine variables via a custom JSON file
 CDataComponentDataComponent class to centrally store data about an entity such as stats
 CEntityMain class for any object in game, stores associations, labeling and components
 CInputManagerInputManager class to handle input events and actions
 CInputActionInputAction struct to represent an action and its bindings
 CInteractionComponentInteractionComponent class to handle interaction events
 CInteractionEventdataStructStruct to hold data for interaction events. This struct is used to pass data to the interaction manager when an interaction event is triggered
 CManagerIs responsible for managing all entities
 CMapClass responsible for the creation and management of the map or background
 CPickupComponentPickupComponent class to handle pickup events
 CPickupManagerPickupManager class to handle the creation and management of pickups in the game
 CSoundManagerHandles music and sound
 CSpriteComponentSpriteComponent class to handle sprite rendering and animation of entities
 CStatEffectStruct to hold the duration, reset function and start time of a stat effect
 CStatEffectsComponentManages the lifecycle of temporary effects
 CTextureManagerA manager for loading, caching, and drawing textures
 CTexturesForward declaration of the Textures enum class
 CTransformComponentThe transform component is responsible for the position, direction and size of an entity. It is used to move the entity in the game world and to determine its size and position on the screen