R-Type 0.1
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 ▼Ncomponent
 CAABBColliderAxis aligned bounding box used for collision detection
 CAnimationSprite sheet animation played by changing the texture rectangle
 CanimationClipSprite sheet frames played for one animation state
 CanimatorState machine that picks the Animation clip of an entity
 CBulletMarks an entity as a projectile
 CControllableMarks an entity as a ship driven by player inputs
 CDeadTag marking an entity for destruction at the end of the frame
 CEnemyMarks an entity as a Bydos enemy
 CNetworkEntityLinks a local entity to its replicated counterpart
 CParallaxBackground layer that scrolls left and wraps around
 CSoundRequestRequest to play a sound loaded in the audio manager
 CTransformPosition, rotation and scale of an entity in world space
 CVelocityLinear speed of an entity
 ▼Nrtk
 ▼Ncollision
 CCollisionPair of entities whose colliders overlap
 CCollisionBufferCollisions detected during the current frame
 ▼Necs
 ►NconceptsBackend independent types and concepts used by engine systems
 ▼NfactoryData driven entity creation
 CEntityFactoryBuilds entities from JSON blueprints and registered component builders
 ▼NInput
 CAxisDataGamepad axis binding with its activation threshold
 CInputBindingOne physical control bound to an action
 CInputMappingTable binding up to four physical controls to each of 32 actions
 ▼Nsystems
 CAnimationSystemAdvances sprite sheet animations and updates texture rectangles
 CAnimatorSystemLoads the clip of the current animator state into the Animation
 CAudioSystemTicks the audio backend once per frame
 CBulletSystemMarks bullets that went past the right edge of the world as dead
 CColliderSystemDetects overlapping colliders with a uniform spatial hash grid
 CDeathSystemDestroys every entity tagged with Dead
 CDebugCollisionSystemDraws collider outlines while the debug overlay is enabled
 CEnemyGCSystemRemoves enemies that left the screen on the left side
 CEnemySpawnerSystemSpawns a Bydos enemy at a random position right of the screen every 1.5 seconds
 CInputSystemPolls window events and turns bound controls into action bits
 CMovementSystemMoves entities according to their Velocity
 CParallaxSystemScrolls background layers and wraps them to loop endlessly
 CPlayerSystemSends the local player actions to the server every frame and triggers the shot sound
 CRenderSystemDraws every entity that has a Transform and a SpriteData
 CEngineContextEngine services handed to the game and its scenes
 CGameEngineOwns the ECS world and runs the main loop of a game
 CInputStatePlayer input sampled during the current frame
 CSceneManagerHolds the active scene and switches between a fixed set of scenes
 ▼Nrtype
 ▼Nclient
 CGameClient side game: window, inputs, scenes and replication of the server world
 CGameSceneIn game scene, which shows the scrolling starfield
 CMenuSceneTitle screen, which waits for the Confirm action
 CNetworkClientUDP client that performs the handshake, sends inputs and decodes server messages
 CNetworkConnectionSceneConnection screen, which sends Hello every second until the server answers or 10 seconds pass
 CNetworkEventConnection event or raw message received from the server
 CReplicationEventValidated replication message received from the server
 CRtkAudioAdapterAdapts the sound manager of the graphical library to the IsAudioManager concept
 ▼Nevents
 CConnectedToServerEventPublished when the server accepted the handshake
 CConnectionRejectedEventPublished when the server refused the handshake
 CCreateEntityEventDecoded CreateEntity message in world units
 CEnemyEscapedEventPublished when an enemy leaves the screen on the left side
 CEnemySpawnedEventPublished by the server when a new enemy is spawned
 CPlayerShotEventPublished when the local player releases the shoot button
 CSendPacketEventAsks the network client to send raw bytes to the server
 ▼Nprotocol
 CBigEndianUnsigned integer stored as big-endian bytes, with an alignment of 1
 CCreateEntityPayloadPayload of a CreateEntity message, 16 bytes, sent by the server to spawn an entity on a client
 CDestroyEntityPayloadPayload of a DestroyEntity message, 9 bytes, sent by the server to remove an entity from a client
 CDisconnectPayloadPayload of a Disconnect message, 1 byte
 CInputPayloadPayload of an Input message, 9 bytes, sent by a client every frame with the actions currently held
 CQueryEntityPayloadPayload of a QueryEntity message, 4 bytes, sent by a client that received a snapshot for an entity it does not know
 CSnapshotEntityStateState of one entity inside a Snapshot message, 11 bytes
 CSnapshotHeaderFixed part of a Snapshot message, 6 bytes
 CSnapshotPayloadDecoded Snapshot message: a SnapshotHeader followed by entityCount SnapshotEntityState records
 ▼Nserver
 CGameAuthoritative game simulation run by the server
 CNetworkIdGeneratorProcess wide source of unique network entity ids, starting at 1000
 ►CServerGame level layer over NetworkServer that decodes client messages and encodes server messages
 CServerDeathSystemDestroys dead entities and tells every player with DestroyEntity
 CServerDependencyObject passed to every server scene constructor
 CServerGameSceneRound in progress: simulates the stage and returns to the lobby when every player left
 CServerInputInput passed to server scenes, empty because inputs come from the network
 CServerLobbySceneWaiting room: starts the round with 2 players, or after 30 seconds with 1 player
 ▼Nutils
 Cvec2Two dimensional vector of floats
 CbusEventType indexed publish and subscribe event bus
 CConnectionState the server keeps for one connected client
 CHandshakeHeaderHeader of the datagrams exchanged before a connection exists
 CMessageHeaderHeader placed in front of every message inside a connected packet
 CMessageParserSplits the body of a connected packet into messages
 CNetworkMetricsTraffic and latency counters of a network endpoint
 CNetworkServerUDP server that runs the handshake, tracks connections and dispatches messages
 CPacketHeaderHeader that starts every packet sent on an open connection
 CPacketReaderBounds checked reader of big-endian values over a byte buffer
 CPacketTrackerGenerates outgoing sequence numbers and tracks received ones
 CPacketWriterGrowable buffer of big-endian values, capped at MAX_PAYLOAD_SIZE
 CParsedMessageMessage extracted from a connected packet
 CPingMessagePayload of a Ping message, 4 bytes, sent by a client to measure latency
 CPongMessagePayload of a Pong message, 4 bytes, sent by the server in answer to a Ping
 CRtkWindowAdapterAdapts the window of the graphical library to the IsRenderWindow concept
 CUdpTransportAsynchronous UDP socket wrapper used by the server