text: ///
  /// anax
  /// An open source C++ entity system.
  ///
  /// Copyright (C) 2013-2014 Miguel Martin (miguel@miguel-martin.com)
  ///
  /// Permission is hereby granted, free of charge, to any person obtaining a copy
  /// of this software and associated documentation files (the "Software"), to deal
  /// in the Software without restriction, including without limitation the rights
  /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  /// copies of the Software, and to permit persons to whom the Software is
  /// furnished to do so, subject to the following conditions:
  ///
  /// The above copyright notice and this permission notice shall be included in
  /// all copies or substantial portions of the Software.
  ///
  /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  /// THE SOFTWARE.
  ///
  
  #ifndef ANAX_EXAMPLES_COLLISION_GAME_HPP
  #define ANAX_EXAMPLES_COLLISION_GAME_HPP
  
  #include <map>
  
  #include <SFML/Graphics.hpp>
  #include <anax/anax.hpp>
  
  #include <BaseGame.hpp>
  
  #include <Systems/AnimationSystem.hpp>
  #include <Systems/SpriteRenderingSystem.hpp>
  #include <Systems/MovementSystem.hpp>
  #include <Systems/CollisionSystem.hpp>
  
  #include "PlayerInputSystem.hpp"
  
  class Game
  : public BaseGame,
      public PlayerInputSystem::Listener,
      public CollisionSystem::Listener
  {
  public:
      /// Constructs Game with sf::RenderTarget
      Game(sf::RenderTarget& renderTarget);
  
      void init();
  
      void update(float deltaTime);
  
      void render();
  
      void handleEvents(sf::Event event);
  
      void loadResources();
  
  private:
  
      virtual void onPlayerStateChanged(anax::Entity& e, PlayerComponent::State state) override;
  
      virtual void onCollisionOccured(anax::Entity& e1, anax::Entity& e2) override;
  
      /// Window for game to render to
      sf::RenderTarget* m_RenderTarget;
  
      /// A texture cache
      std::map<std::string, sf::Texture> m_TextureCache;
  
      /// An anax entity world
      anax::World m_World;
  
      SpriteRenderingSystem m_SpriteRenderingSystem;
  
      AnimationSystem m_AnimationSystem;
  
      MovementSystem m_MovementSystem;
  
      PlayerInputSystem m_PlayerInputSystem;
  
      CollisionSystem m_CollisionSystem;
  
      //the player of the game
      anax::Entity m_Player;
  
      //Object we'll collide into
      anax::Entity m_Wall;
  };
  
  #endif
  