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VEGO-Engine
0.1
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| CAnimation | Animation struct to hold animation data |
| CColliderComponent | Adds a collision box to an entity when added via entity.addComponent() |
| CCollisionHandler | Class responsible for collision detection and handling |
| CConfigLoader | Enables configuration of specific engine variables via a custom JSON file |
| CDataComponent | DataComponent class to centrally store data about an entity such as stats |
| CEntity | Main class for any object in game, stores associations, labeling and components |
| ▼CInputManager | InputManager class to handle input events and actions |
| CInputAction | InputAction struct to represent an action and its bindings |
| CInteractionComponent | InteractionComponent class to handle interaction events |
| CInteractionEventdataStruct | Struct to hold data for interaction events. This struct is used to pass data to the interaction manager when an interaction event is triggered |
| CManager | Is responsible for managing all entities |
| CMap | Class responsible for the creation and management of the map or background |
| CPickupComponent | PickupComponent class to handle pickup events |
| CPickupManager | PickupManager class to handle the creation and management of pickups in the game |
| CSoundManager | Handles music and sound |
| CSpriteComponent | SpriteComponent class to handle sprite rendering and animation of entities |
| CStatEffect | Struct to hold the duration, reset function and start time of a stat effect |
| CStatEffectsComponent | Manages the lifecycle of temporary effects |
| CTextureManager | A manager for loading, caching, and drawing textures |
| CTextures | Forward declaration of the Textures enum class |
| CTransformComponent | The 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 |