Adapted Escape the Dawn engine.
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#ifndef GameWorld_h__
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#define GameWorld_h__
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#include "World.h"
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#include "Renderer.h"
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//#include "Systems/TransformSystem.h"
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//#include "Systems/CollisionSystem.h"
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//#include "Systems/InputSystem.h"
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//#include "Systems/LevelGenerationSystem.h"
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//#include "Systems/ParticleSystem.h"
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//#include "Systems/PlayerSystem.h"
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#include "Systems/RenderSystem.h"
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//#include "Systems/SoundSystem.h"
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#include "Components/Bounds.h"
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#include "Components/Camera.h"
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#include "Components/Collision.h"
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#include "Components/DirectionalLight.h"
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#include "Components/Input.h"
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#include "Components/Model.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/PointLight.h"
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#include "Components/PowerUp.h"
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#include "Components/SoundEmitter.h"
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#include "Components/Sprite.h"
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#include "Components/Stat.h"
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#include "Components/Template.h"
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#include "Components/Transform.h"
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class GameWorld : public World
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{
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public:
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GameWorld(std::shared_ptr<Renderer> renderer)
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: m_Renderer(renderer), World() { }
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void Initialize();
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void RegisterSystems() override;
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void AddSystems() override;
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void RegisterComponents() override;
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void Update(double dt);
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private:
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std::shared_ptr<Renderer> m_Renderer;
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};
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#endif // GameWorld_h__
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