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R-Type
Distributed multiplayer game engine in C++
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This is the complete list of members for ecs::CollisionSystem, including all inherited members.
| canCollide(std::uint32_t layer1, std::uint32_t mask1, std::uint32_t layer2, std::uint32_t mask2) const | ecs::CollisionSystem | private |
| checkAABB(const Transform::Vector2 &pos1, const Collider::Vector2 &size1, const Collider::Vector2 &offset1, const Transform::Vector2 &pos2, const Collider::Vector2 &size2, const Collider::Vector2 &offset2) const | ecs::CollisionSystem | private |
| CollisionSystem()=default | ecs::CollisionSystem | |
| getComponentMask() const override | ecs::CollisionSystem | virtual |
| handleModuleEnemyCollision(Address moduleAddr, Address enemyAddr, Registry ®istry) | ecs::CollisionSystem | private |
| handleModuleProjectileCollision(Address moduleAddr, Address projectileAddr, Registry ®istry, std::vector< Address > &entitiesToDestroy) | ecs::CollisionSystem | private |
| handlePickup(Address playerAddr, Address collectibleAddr, Registry ®istry, std::vector< Address > &entitiesToDestroy) | ecs::CollisionSystem | private |
| handleProjectileCollision(Registry ®istry, std::uint32_t entity1, std::uint32_t entity2, std::vector< Address > &entitiesToDestroy) | ecs::CollisionSystem | private |
| resolveWallCollision(Address playerAddr, Address wallAddr, Transform &playerTransform, Collider &playerCollider, Transform &wallTransform, Collider &wallCollider, Registry ®istry) | ecs::CollisionSystem | private |
| update(Registry ®istry, float deltaTime) override | ecs::CollisionSystem | virtual |
| ~CollisionSystem() override=default | ecs::CollisionSystem | |
| ~ISystem()=default | ecs::ISystem | virtual |