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dEngine
Simple 2D C++ game engine
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The namespace containing the engine's code. More...
Classes | |
| class | Animation |
| Animation from a spritesheet. More... | |
| class | AudioManager |
| Manages the loading, unloading, and playing of sounds. More... | |
| class | Camera |
| A camera. More... | |
| class | CameraManager |
| class | Collider |
| Colliders are used to determine collisions between objects in the world's space. More... | |
| class | Component |
| Gameobject component that asssists in adding additional functionality. More... | |
| struct | CustomEventData |
| A struct containing event data. More... | |
| class | EventSystem |
| Event System. More... | |
| class | Game |
| The base level of the engine. More... | |
| class | GameLevel |
| A level of the game. More... | |
| class | GameObject |
| A base object for a game The gameobject can be considered the most basic building block of a game. Everything in a game is considered a gameobject and it's functionality are determined by it's Components. More... | |
| class | GameSave |
| A GameSave file GameSave is an abstract class that should be overwritten by the Game code. The purpose of gamesave is to provide a method of saving a game. This used in combination with a GameLevel's Serialize and Deserialize functions should allow for an easy method of saving and loading. More... | |
| class | GameState |
| Manges and stores the current state of the game GameState is used to manage the current state of the game as a whole. A few game states that are built in reference whether the game is currently being played, at the gameover screen, or at the flash screen. More... | |
| class | InputController |
| An input controller. More... | |
| class | Serializer |
| A serializer. More... | |
| class | Sound |
| A Sound. More... | |
| class | Sprite |
| A sprite. More... | |
| class | SpriteSheet |
| A SpriteSheet. More... | |
| class | Time |
| Time is used to help manage gametime, refresh rates, ticks and more. More... | |
| class | Vec2 |
| A vector composed of two points. More... | |
Enumerations | |
| enum | GAMESTATES { Splash, Pause, Playing, Gameover, Quit } |
| Available game states Used largely by the GameState class, this enum is meant to keep up with the current state of the game. More... | |
Functions | |
| template<typename T , typename Iterator > | |
| bool | containsType (Iterator begin, Iterator end) |
The namespace containing the engine's code.
| enum dengine::GAMESTATES |
| bool dengine::containsType | ( | Iterator | begin, |
| Iterator | end | ||
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1.8.13