3#include "engine/component.h"
8#include <SFML/System/Time.hpp>
10#include "utils/action_utility.h"
29 BodyType bodyType = BodyType::DYNAMIC;
38 bool isTrigger =
false;
58 using ComponentManager::ComponentManager;
67 using ComponentManager::ComponentManager;
78 void FixedUpdate(sf::Time dt);
Action is an utility class loosely based on the observer pattern and close to C# Action class.
Definition: action_utility.h:36
ComponentManager is a class that owns Component in a contiguous array. Component indexing is done wit...
Definition: component.h:33
Degree is an utility class that describes degree angles (0 to 360). It can be easily converted to Rad...
Definition: angle.h:56
Manages the entities in an array using bitwise operations to know if it has components.
Definition: entity.h:35
BodyManager is a ComponentManager that holds all the Body in the world.
Definition: physics_manager.h:56
BoxManager is a ComponentManager that holds all the Box in the world.
Definition: physics_manager.h:65
OnTriggerInterface is an interface for classes that needs to be called when two boxes are in contact....
Definition: physics_manager.h:46
PhysicsManager is a class that holds both BodyManager and BoxManager and manages the physics fixed up...
Definition: physics_manager.h:75
void RegisterTriggerListener(OnTriggerInterface &onTriggerInterface)
RegisterTriggerListener is a method that stores an OnTriggerInterface in the PhysicsManager that will...
Definition: physics_manager.cpp:104
std::uint32_t Entity
Entity is the type used to define an game world entity. An Entity is just an index,...
Definition: entity.h:17
Vec2f is a utility class that represents a mathematical 2d vector.
Definition: vec2.h:12
Body is a class that represents a rigid body.
Definition: physics_manager.h:24
Box is a class that represents an axis-aligned box collider.
Definition: physics_manager.h:36