Recast  1
Game with custom magic
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SpellEntity.h
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1 
8 #ifndef RECAST_SERVER_SPELLENTITY_H
9 #define RECAST_SERVER_SPELLENTITY_H
10 
12 #include "Entity.h"
13 
14 class Spell;
15 
16 class SpellEntity : public Entity {
17 public:
18  SpellEntity(b2Fixture *fixture1, Spell *spell, Box2DWorld *world, std::shared_ptr<TempWorld> tempWorld);
19 
20  ~SpellEntity();
21 
22  void update(Box2DWorld *box2DWorld);
23 
24 private:
25  Spell *spell;
26  SpellEventListener listener;
27 };
28 
29 
30 #endif //RECAST_SERVER_SPELLENTITY_H
Definition: Spell.hpp:15
Definition: SpellEntity.h:16
Definition: SpellEventListener.hpp:18
Definition: Entity.h:21
Definition: Box2DWorld.h:26
SpellEntity(b2Fixture *fixture1, Spell *spell, Box2DWorld *world, std::shared_ptr< TempWorld > tempWorld)
Definition: SpellEntity.cpp:12
~SpellEntity()
Definition: SpellEntity.cpp:20
void update(Box2DWorld *box2DWorld)
Definition: SpellEntity.cpp:16