R-Type 0.1
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 Ccomponent::AABBColliderAxis aligned bounding box used for collision detection
 Ccomponent::AnimationSprite sheet animation played by changing the texture rectangle
 Ccomponent::animationClipSprite sheet frames played for one animation state
 Ccomponent::animatorState machine that picks the Animation clip of an entity
 Crtk::Input::AxisDataGamepad axis binding with its activation threshold
 Crtype::protocol::BigEndian< T >Unsigned integer stored as big-endian bytes, with an alignment of 1
 Crtype::protocol::BigEndian< std::uint16_t >
 Crtype::protocol::BigEndian< std::uint32_t >
 Ccomponent::BulletMarks an entity as a projectile
 CbusEventType indexed publish and subscribe event bus
 Crtk::collision::CollisionPair of entities whose colliders overlap
 Crtk::collision::CollisionBufferCollisions detected during the current frame
 Crtk::ecs::concepts::ColorRGBA88-bit per channel color
 Crtype::events::ConnectedToServerEventPublished when the server accepted the handshake
 CConnectionState the server keeps for one connected client
 Crtype::server::Server::ConnectionEventClient connection or disconnection
 Crtype::events::ConnectionRejectedEventPublished when the server refused the handshake
 Ccomponent::ControllableMarks an entity as a ship driven by player inputs
 Crtype::events::CreateEntityEventDecoded CreateEntity message in world units
 Crtype::protocol::CreateEntityPayloadPayload of a CreateEntity message, 16 bytes, sent by the server to spawn an entity on a client
 Ccomponent::DeadTag marking an entity for destruction at the end of the frame
 Crtype::protocol::DestroyEntityPayloadPayload of a DestroyEntity message, 9 bytes, sent by the server to remove an entity from a client
 Crtype::protocol::DisconnectPayloadPayload of a Disconnect message, 1 byte
 Ccomponent::EnemyMarks an entity as a Bydos enemy
 Crtype::events::EnemyEscapedEventPublished when an enemy leaves the screen on the left side
 Crtype::events::EnemySpawnedEventPublished by the server when a new enemy is spawned
 Crtk::EngineContextEngine services handed to the game and its scenes
 Crtk::factory::EntityFactoryBuilds entities from JSON blueprints and registered component builders
 Crtk::ecs::concepts::EventInput query interface filled by the window backend
 Crtype::client::GameClient side game: window, inputs, scenes and replication of the server world
 Crtype::server::GameAuthoritative game simulation run by the server
 Crtk::GameEngineOwns the ECS world and runs the main loop of a game
 Crtype::client::GameSceneIn game scene, which shows the scrolling starfield
 CHandshakeHeaderHeader of the datagrams exchanged before a connection exists
 Crtk::Input::InputBindingOne physical control bound to an action
 Crtype::server::Server::InputEventInput message received from a client
 Crtk::Input::InputMappingTable binding up to four physical controls to each of 32 actions
 Crtype::protocol::InputPayloadPayload of an Input message, 9 bytes, sent by a client every frame with the actions currently held
 Crtk::InputStatePlayer input sampled during the current frame
 ▼Crtk::ecs::ISystem
 Crtk::systems::AnimationSystemAdvances sprite sheet animations and updates texture rectangles
 Crtk::systems::AnimatorSystemLoads the clip of the current animator state into the Animation
 Crtk::systems::AudioSystem< AudioType >Ticks the audio backend once per frame
 Crtk::systems::BulletSystemMarks bullets that went past the right edge of the world as dead
 Crtk::systems::ColliderSystemDetects overlapping colliders with a uniform spatial hash grid
 Crtk::systems::DeathSystemDestroys every entity tagged with Dead
 Crtk::systems::DebugCollisionSystemDraws collider outlines while the debug overlay is enabled
 Crtk::systems::EnemyGCSystemRemoves enemies that left the screen on the left side
 Crtk::systems::EnemySpawnerSystemSpawns a Bydos enemy at a random position right of the screen every 1.5 seconds
 Crtk::systems::InputSystem< WindowType >Polls window events and turns bound controls into action bits
 Crtk::systems::MovementSystemMoves entities according to their Velocity
 Crtk::systems::ParallaxSystemScrolls background layers and wraps them to loop endlessly
 Crtk::systems::PlayerSystemSends the local player actions to the server every frame and triggers the shot sound
 Crtk::systems::RenderSystem< WindowType >Draws every entity that has a Transform and a SpriteData
 Crtype::server::ServerDeathSystemDestroys dead entities and tells every player with DestroyEntity
 Crtype::client::MenuSceneTitle screen, which waits for the Confirm action
 CMessageHeaderHeader placed in front of every message inside a connected packet
 CMessageParserSplits the body of a connected packet into messages
 Crtype::client::NetworkClientUDP client that performs the handshake, sends inputs and decodes server messages
 Crtype::client::NetworkConnectionSceneConnection screen, which sends Hello every second until the server answers or 10 seconds pass
 Ccomponent::NetworkEntityLinks a local entity to its replicated counterpart
 Crtype::client::NetworkEventConnection event or raw message received from the server
 Crtype::server::NetworkIdGeneratorProcess wide source of unique network entity ids, starting at 1000
 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
 Ccomponent::ParallaxBackground layer that scrolls left and wraps around
 CParsedMessageMessage extracted from a connected packet
 CPingMessagePayload of a Ping message, 4 bytes, sent by a client to measure latency
 Crtype::events::PlayerShotEventPublished when the local player releases the shoot button
 CPongMessagePayload of a Pong message, 4 bytes, sent by the server in answer to a Ping
 Crtype::server::Server::QueryEntityEventQueryEntity message received from a client
 Crtype::protocol::QueryEntityPayloadPayload of a QueryEntity message, 4 bytes, sent by a client that received a snapshot for an entity it does not know
 Crtype::client::ReplicationEventValidated replication message received from the server
 Crtype::client::RtkAudioAdapterAdapts the sound manager of the graphical library to the IsAudioManager concept
 CRtkWindowAdapterAdapts the window of the graphical library to the IsRenderWindow concept
 Crtk::SceneManager< TSceneId, TDependency, TInput, TScenes >Holds the active scene and switches between a fixed set of scenes
 Crtk::SceneManager< SceneType, rtk::RenderWindow, rtk::InputState, rtype::client::MenuScene, rtype::client::NetworkConnectionScene, rtype::client::GameScene >
 Crtk::SceneManager< ServerSceneType, rtype::server::ServerDependency, rtype::server::ServerInput, rtype::server::ServerLobbyScene, rtype::server::ServerGameScene >
 Crtype::events::SendPacketEventAsks the network client to send raw bytes to the server
 Crtype::server::ServerGame level layer over NetworkServer that decodes client messages and encodes server messages
 Crtype::server::ServerDependencyObject passed to every server scene constructor
 Crtype::server::ServerGameSceneRound in progress: simulates the stage and returns to the lobby when every player left
 Crtype::server::ServerInputInput passed to server scenes, empty because inputs come from the network
 Crtype::server::ServerLobbySceneWaiting room: starts the round with 2 players, or after 30 seconds with 1 player
 Crtype::protocol::SnapshotEntityStateState of one entity inside a Snapshot message, 11 bytes
 Crtype::protocol::SnapshotHeaderFixed part of a Snapshot message, 6 bytes
 Crtype::protocol::SnapshotPayloadDecoded Snapshot message: a SnapshotHeader followed by entityCount SnapshotEntityState records
 Ccomponent::SoundRequestRequest to play a sound loaded in the audio manager
 Crtk::ecs::concepts::SpriteDataEverything the renderer needs to draw one sprite
 Crtk::ecs::concepts::TextureRectU16Area of a texture, in texels
 Ccomponent::TransformPosition, rotation and scale of an entity in world space
 CUdpTransportAsynchronous UDP socket wrapper used by the server
 Cutils::vec2Two dimensional vector of floats
 Ccomponent::VelocityLinear speed of an entity