20 : _gameEngine(gameEngine), _state(state), _id(id), _jumping(jumping), _mapLoader(gameEngine, _entities),
21 lastTime(std::chrono::steady_clock::now())
46 std::vector<GameEngine::Entity> _entities;
47 std::vector<GameEngine::Entity> _heartEntities;
54 std::chrono::steady_clock::time_point lastTime;
Entity class for the game engine.
Definition: Entity.hpp:18
Game engine class, will manage all the necessary classes for the game.
Definition: GameEngine.hpp:40
Definition: IScene.hpp:15
Definition: GameScene.hpp:17
GameScene(GameEngine::GameEngine &gameEngine, GameState &state, size_t &id, bool &jumping)
Definition: GameScene.hpp:19
void addEntityToUnload(GameEngine::Entity entity) override
Definition: GameScene.cpp:113
void update() override
Definition: GameScene.cpp:189
void endOfLevelCollsionCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms)
Definition: CollisionCallbacks.cpp:145
void unload() override
Definition: GameScene.cpp:115
void playerCollisionCallback(const std::size_t &entityId, SparseArray< GameEngine::CollisionComponent > &collisions, SparseArray< GameEngine::TransformComponent > &transforms, SparseArray< GameEngine::GravityComponent > &gravity, SparseArray< GameEngine::HealthComponent > &health)
Definition: CollisionCallbacks.cpp:88
void load() override
Definition: GameScene.cpp:14
Definition: MapLoader.hpp:13