Wrapper class for all the components of the game, so that all the game stuff can be initialized in on...
Definition: game.h:28
Definition: universe.h:32
Definition: isimulationsystem.h:27
Game & game
Definition: isimulationsystem.h:43
Definition: sysmovement.h:26
void ParseOrbitTree(entt::entity parent, entt::entity body)
Definition: sysmovement.cpp:138
void DoSystem() override
Definition: sysmovement.cpp:35
SysOrbit(Game &game)
Definition: sysmovement.h:28
int Interval() override
Definition: sysmovement.h:30
Definition: sysmovement.h:50
SysPath(Game &game)
Definition: sysmovement.h:52
void DoSystem()
Definition: sysmovement.cpp:207
int Interval()
Definition: sysmovement.h:54
Definition: sysmovement.h:57
SysSurface(Game &game)
Definition: sysmovement.h:59
int Interval()
Definition: sysmovement.h:61
void DoSystem()
Definition: sysmovement.cpp:191
std::string parent
Definition: loadplanets.cpp:48
bool EnterSOI(Universe &universe, const entt::entity &parent, const entt::entity &body)
Change the current body's SOI into a child SOI
Definition: sysmovement.cpp:222
void LeaveSOI(Universe &universe, const entt::entity &body, entt::entity &parent, cqspt::Orbit &orb, cqspt::Kinematics &pos, cqspt::Kinematics &p_pos)
Definition: sysmovement.cpp:41
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to ...
Definition: clientctx.h:21
common::Universe * universe
Definition: turnsavewindow.h:3