Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
▼Nmain | |
CMapEditor | |
CApplication | Responsible for initializing, running, and shutting down the game application |
CBackGroundGameEntity | The BackGroundGameEntity struct is a specialized game entity for displaying a background image |
CBaseScene | The BaseScene struct provides a basic template for game scenes, including player, enemies, food, and grounds |
CComponent | Abstract base class for all components |
CConfigManager | Functionalities to load configuration settings from a file |
CEnemyGameEntity | The EnemyGameEntity struct is specialized for enemy entities in the game, handling their visualization and behavior |
CFoodGameEntity | The FoodGameEntity struct is designed to represent food entities in the game, handling their visualization and behavior |
CGameEntity | Serves as a base class for all entities in the game, providing basic functionalities like input handling, updating, and rendering |
CGroundGameEntity | The GroundGameEntity struct is designed to represent ground entities in the game, handling their visualization and behavior |
CLevel1Scene | Sets up and manages the first level of the game |
CLevel2Scene | Sets up and manages the second level of the game |
CLevel3Scene | Sets up and manages the third level of the game |
CPlayerGameEntity | The PlayerGameEntity struct is specialized to represent the player character in the game |
CResourceManager | Manages the loading, access, and unloading of resources such as textures |
CScene | Abstract base class for defining various scenes in the game |
CSceneManager | Manages the current scene of the game and transitions between scenes |
CSpriteComponent | The SpriteComponent is responsible for rendering sprites on the screen |