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Engine
Raylib based game framework
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| NComponent | |
| CTransform | Position, velocity and rotation |
| CSprite | Texture, source rectangle, tint, scale and render layer |
| CAnimation | Frame‑based animation data and playback state |
| CParticle | Individual particle state (position, velocity, colour, size, etc.) |
| CParticleEmitter | Spawn parameters and runtime state for a particle emitter |
| NEvent | |
| CCloseGame | Event signalling that the game should close |
| CAnimationSystem | Drives Component::Animation and updates Component::Sprite accordingly |
| CAudioSystem | Handles playback of sounds and music with volume control and crossfading |
| CCache | Abstract base for type-erased resource caches |
| CEngine | Core engine |
| CInput | Describes a single input binding (device, key/axis, type) |
| CInputState | Aggregated state for a named binding |
| CInputSystem | Aggregates multiple physical inputs into logical actions |
| CLuaManager | Manages sandboxed Lua scripts and their integration with the event dispatcher |
| CLuaScript | Holds the runtime state of a single Lua script |
| CParticleSystem | Updates and draws particles emitted by entities |
| CRegistry | Wraps entt::registry with a safer, callback-aware API |
| CRenderer | Draws all entities with Sprite and Transform components |
| CResourceCache | Thread-safe cache for a single resource type |
| CResourceManager | Owns a collection of typed resource caches |
| CScene | Base class for all scenes |
| CSceneManager | Manages scenes and the execution of the current active scene |
| CSystem | Base class for all systems |
| CSystemManager | Manages execution order and lifetime of systems |
| CWindowInfo | Initial window info |