27 void createProjectile(
Vector2D pos,
Vector2D velocity,
int scale,
int range,
int speed,
const char* texturePath,
Entity* owner);
28 void createPowerup(
Vector2D pos, std::function<
void (
Entity*)> pickupFunc, std::string texturePath);
37 template <
typename T> [[deprecated]] T calculateRandomType(
int amount);
40 void addTexture(std::string
id,
const char* path);
43 void addSoundEffect(std::string
id,
const char* path);
45 void addMusic(std::string
id,
const char* path);
47 SDL_Texture* getTexture(std::string
id);
48 Mix_Chunk* getSound(std::string
id);
49 Mix_Music* getMusic(std::string
id);
54 std::map<std::string, SDL_Texture*> textures;
55 std::map<std::string, Mix_Chunk*> soundEffects;
56 std::map<std::string, Mix_Music*> music;
Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
Calculates a random spawn position for an object within a given area.
Definition AssetManager.cpp:78