Engine
Raylib based game framework
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 NComponent
 CTransformPosition, velocity and rotation
 CSpriteTexture, source rectangle, tint, scale and render layer
 CAnimationFrame‑based animation data and playback state
 CParticleIndividual particle state (position, velocity, colour, size, etc.)
 CParticleEmitterSpawn parameters and runtime state for a particle emitter
 NEvent
 CCloseGameEvent signalling that the game should close
 CAnimationSystemDrives Component::Animation and updates Component::Sprite accordingly
 CAudioSystemHandles playback of sounds and music with volume control and crossfading
 CCacheAbstract base for type-erased resource caches
 CEngineCore engine
 CInputDescribes a single input binding (device, key/axis, type)
 CInputStateAggregated state for a named binding
 CInputSystemAggregates multiple physical inputs into logical actions
 CLuaManagerManages sandboxed Lua scripts and their integration with the event dispatcher
 CLuaScriptHolds the runtime state of a single Lua script
 CParticleSystemUpdates and draws particles emitted by entities
 CRegistryWraps entt::registry with a safer, callback-aware API
 CRendererDraws all entities with Sprite and Transform components
 CResourceCacheThread-safe cache for a single resource type
 CResourceManagerOwns a collection of typed resource caches
 CSceneBase class for all scenes
 CSceneManagerManages scenes and the execution of the current active scene
 CSystemBase class for all systems
 CSystemManagerManages execution order and lifetime of systems
 CWindowInfoInitial window info