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ALL_COMPONENTS_INCLUDE.h
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1
10// ____ __ __ __
11// /\__ _\/\ \ /\ \/\ \
12// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
13// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
14// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
15// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
16// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
17
18
19#define I_DONT_NEED_COMPONENT_INCLUDES
20
22#include "Component/Physics.h"
23#include "Component/Transform.h"
24#include "Component/Collider.h"
25#include "Component/Sprite.h"
26#include "Component/Card.h"
27#include "Component/Deck.h"
28#include "Component/Player.h"
29#include "Component/Board.h"
30#include "Component/Scene.h"
32#include "Component/MainScene.h"
40#include "Component/Backdrop.h"
45#include "Component/Menu.h"
48#include "Component/Selector.h"
50#include "Component/Button.h"
Component that stores all actions currently affecting the parent entity.
The component that belongs to the entity that all entities are children to, inside a scene.
The component that holds the texture behind everything.
Component that is responsible for managing the gameplay board, where cards are placed by Players.
A class that can be "activated" to broadcast a message.
The card component that is moved around on the board.
Collider that can check if a given point lies within the entity.
The component in main menu scene used for storing specific scene behaviors.
The component in credits scene used for storing specific scene behaviors.
Component that represents a deck of playing cards.
A derived version of selector that only selects from Input if the inputtingDeviceID matches a value i...
The component in main menu scene used for storing specific scene behaviors.
The component for the pause scene for specific scene behaviors.
Menu Position is a component that simply stores where in a menu an item/entity is.
A menu that organizes its parents' children (in the node) either horizontally or vertically.
The component in options scene used for storing specific scene behaviors.
A Component that generates several types of particles, by holding several ParticleEmitters.
The component in pause scene used for storing specific scene behaviors.
The component in main menu scene used for storing specific scene behaviors.
Component that handles players connecting / disconnecting input devices in the "connect controllers" ...
The component responsible for storing information relevant to the player.
An indicator that loops through a parents' nodes children and can "select" them on keypress.
The component in tutorial scene used for storing specific scene behaviors.
Component that handles behavior for the Win Screen.