ResourceManager
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19
Src/IAESandbox/imp/hpp/Game.hpp
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19
Src/IAESandbox/imp/hpp/Game.hpp
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#pragma once
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#include <IAEngine/IAEngine.hpp>
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namespace ia::iae::game
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{
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class Game
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{
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public:
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Game(IN Engine* engine): m_engine(engine) {}
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VOID Initialize();
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VOID Terminate();
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VOID Update();
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private:
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Engine* CONST m_engine;
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};
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}
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24
Src/IAESandbox/imp/hpp/Map.hpp
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24
Src/IAESandbox/imp/hpp/Map.hpp
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#pragma once
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#include <IAEngine/Components/SoundEmitter.hpp>
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#include <IAEngine/Components/AtlasRenderer.hpp>
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#include <IAEngine/IAEngine.hpp>
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namespace ia::iae::game
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{
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class TiledMap : public Node
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{
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public:
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TiledMap(IN Engine* engine);
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VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
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VIRTUAL VOID OnRemoved() OVERRIDE;
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VIRTUAL VOID Draw() OVERRIDE;
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VIRTUAL VOID Update() OVERRIDE;
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private:
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Engine* CONST m_engine;
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RefPtr<SoundEmitterComponent> m_musicEmitter;
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RefPtr<AtlasRendererComponent> m_atlasRenderer;
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};
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}
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27
Src/IAESandbox/imp/hpp/Player.hpp
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27
Src/IAESandbox/imp/hpp/Player.hpp
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#pragma once
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#include <IAEngine/Components/SoundEmitter.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IAEngine/IAEngine.hpp>
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namespace ia::iae::game
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{
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class Player : public Node
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{
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public:
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Player(IN Engine *engine);
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VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
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VIRTUAL VOID OnRemoved() OVERRIDE;
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VIRTUAL VOID Draw() OVERRIDE;
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VIRTUAL VOID Update() OVERRIDE;
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private:
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INT32 m_speed{};
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UINT8 m_direction{};
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private:
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Engine *CONST m_engine;
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RefPtr<SpriteRendererComponent> m_spriteRenderer;
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};
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} // namespace ia::iae::game
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