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WinLoseScene.hpp
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1 /*
2 ** EPITECH PROJECT, 2023
3 ** B-CPP-500-PAR-5-1-rtype-timothe.zheng
4 ** File description:
5 ** WinLoseScene
6 */
7 
8 #ifndef WINLOSESCENE_HPP_
9 #define WINLOSESCENE_HPP_
10 #include "utils/IScene.hpp"
11 #include "GameEngine.hpp"
12 #include "Platformer.hpp"
13 
15 {
16  public:
17  WinLoseScene(GameEngine::GameEngine &gameEngine, GameState &state, bool &isOpen)
18  : _gameEngine(gameEngine), _state(state), _isOpen(isOpen)
19  {};
20  ~WinLoseScene() = default;
21  void load() override;
22  void unload() override;
23  void addEntityToUnload(GameEngine::Entity entity) override;
24  void update() override;
25 
26  private:
27  GameState &_state;
28  bool &_isOpen;
29  GameEngine::GameEngine &_gameEngine;
30  std::vector<GameEngine::Entity> _entities;
31 };
32 
33 #endif /* !WINLOSESCENE_HPP_ */
GameState
Definition: Platformer.hpp:12
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: WinLoseScene.hpp:15
void load() override
Definition: WinLoseScene.cpp:11
void unload() override
Definition: WinLoseScene.cpp:67
WinLoseScene(GameEngine::GameEngine &gameEngine, GameState &state, bool &isOpen)
Definition: WinLoseScene.hpp:17
void update() override
Definition: WinLoseScene.cpp:75
~WinLoseScene()=default
void addEntityToUnload(GameEngine::Entity entity) override
Definition: WinLoseScene.cpp:65