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group2 0.1.0
CSE 125 Group 2
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Powerup spawner manager system. More...
#include "ecs/components/PowerupSpawner.hpp"#include "ecs/components/PowerupState.hpp"#include "ecs/registry/Registry.hpp"#include "network/MatchConfig.hpp"#include "network/ShotEvent.hpp"#include <vector>Go to the source code of this file.
Namespaces | |
| namespace | systems |
| Client-only input sampling system — split into two halves so mouse look can run every iterate() (smooth camera at any FPS) while movement keys run once per physics tick group (server-consistent). | |
Functions | |
| bool | systems::hasPowerup (const PowerupState &state, PowerupType type) |
| void | systems::removePowerup (PowerupState &state, PowerupType type) |
| void | systems::applyPowerupSpawnerConfig (Registry ®istry, const MatchConfig &matchConfig) |
| Clamp pending powerup cooldowns to the current host-managed timing settings. | |
| void | systems::resetPowerupSpawnersForMatch (Registry ®istry, const MatchConfig &matchConfig) |
| Hide all powerups and restart their initial match-start spawn delay. | |
| void | systems::runPowerupSpawners (Registry ®istry, float dt, const MatchConfig &matchConfig, std::vector< NetParticleEvent > &outEvents) |
| Tick Powerup spawners: check player overlap for pickup, manage cooldowns. | |
Powerup spawner manager system.