R-Type  2
Doom but in better
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Data Structures
Here are the data structures with brief descriptions:
[detail level 1234]
 NCustomExceptions
 NGUI
 NLogging
 NRecoded
 Nstd
 CBehaviourRepresents the behaviour of an entity, including the type and a timer for timed behaviours
 CClientManagerTracks (ip::udp::endpoint)->clientId and allows lookup in reverse
 CColliderRepresents a circular collider for an entity, defined by its radius
 CComponentContainerManages a collection of components associated with entities in an ECS (Entity-Component-System) architecture
 CcoordA structure representing coordinates in a 2D space
 CDenseArrayA container that provides dense storage for components with a mapping between entity IDs and component indices
 CEntityRepresents an entity in an Entity-Component-System (ECS) architecture
 CEventDispatcherA utility class for dispatching and handling game events
 CGameRepresents the main game logic and state management
 CGameInstanceA single game session: a Game object plus the connected clients
 CGameManagerManages multiple Game instances and routes messages/events
 CGameMessageA structure representing a game message
 CHealthRepresents the health of an entity, including current and maximum health values
 CImageRepresents an image asset with a specified width and height
 CIndexedZipperCombines multiple containers into a single iterable unit, iterating over corresponding elements from each container
 CIndexedZipperIteratorIterator for traversing the elements of multiple zipped containers, paired with their indices
 CLifetimeRepresents the remaining lifetime of an entity or object
 CLootDropRepresents a loot drop with a specific loot type
 CMainMain class of the program
 CMessageMinimal network message with a 4-byte header (type + length) and a payload
 CmessageInfoA structure containing information about a game message
 CPlayerInfoRepresents information about a player, specifically their username
 CPositionRepresents the position of an entity in a 2D space
 CPowerUpRepresents a power-up item and its enabled state
 CQueueA thread-safe queue for storing and managing GameMessage objects
 CRegistryManages entities and their associated components, enabling the creation, deletion, and interaction of entities within a system
 CServerThe main UDP server that accepts client messages and updates the game logic
 CSoundLibManages sound effects and interactions with ECS entities
 CSparseArrayA container that provides sparse storage for optional components
 CTeamRepresents the team affiliation of an entity
 CTOMLLoaderA utility class for parsing, navigating, and managing TOML files and data
 CTypeRepresents the type of an entity in the game
 CVelocityRepresents the velocity of an entity in a 2D space
 CWeaponRepresents a weapon and its attributes in the game
 CZipperCombines multiple containers into a single iterable unit, iterating over corresponding elements from each container
 CZipperIteratorIterator for traversing multiple zipped containers simultaneously