Sky Zone Omega - PC Version
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G_Gameplay.h
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1 #pragma once
2 
3 #include <vector>
4 #include "../Enitites/E_EntityManager.h"
5 #include "../Enitites/Player/EP_Player.h"
6 #include "G_CollisionManager.h"
7 #include "G_SpawnManager.h"
8 
14 {
15 public:
24 
28  ~G_Gameplay();
29 
34  void update(float dt);
35 
36 private:
49 };
E_EntityManager * entityManager
A pointer to the EntityManager.
Definition: G_Gameplay.h:42
G_SpawnManager * spawnManager
A pointer to the SpawnManager.
Definition: G_Gameplay.h:46
Contains the data and functions for the CollisionManager.
Definition: G_CollisionManager.h:11
Contains the data and functions for the Gameplay.
Definition: G_Gameplay.h:13
Contains the Vec2 structure with functions and overloaded operators.
Definition: C_Vec2.h:7
~G_Gameplay()
Destructs the Gameplay object.
Definition: G_Gameplay.cpp:10
void update(float dt)
A function to update the Gameplay.
Definition: G_Gameplay.cpp:17
A class that manages all of the entities in the game with the exception of the player.
Definition: E_EntityManager.h:27
EP_Player * player
A pointer to the Player.
Definition: G_Gameplay.h:40
Contains the data and functions for the player.
Definition: EP_Player.h:16
float * universalSpeed
A pointer for the universal speed of the game.
Definition: G_Gameplay.h:48
A class that manages the spawning of the entities in the game.
Definition: G_SpawnManager.h:10
G_Gameplay(C_Vec2 screenDimensions, EP_Player *player, E_EntityManager *entityManager, float *universalSpeed)
Constructs the Gameplay object.
Definition: G_Gameplay.cpp:3
C_Vec2 screenDimensions
The screen dimensions.
Definition: G_Gameplay.h:38
G_CollisionManager * collisionManager
A pointer to the CollisionManager.
Definition: G_Gameplay.h:44