text: #ifndef __ENTIITES_H__
  #define __ENTITIES_H__
  
  #include "Module.h"
  #include "List.h"
  #include "Point.h"
  #include "Entity.h"
  
  class Player;
  
  class Entities : public Module
  {
  public:
  
  	Entities();
  
  	// Destructor
  	virtual ~Entities()
  	{}
  
  	// Called before render is available
  	bool Awake(pugi::xml_node&);
  
  	// Called before the first frame
  	bool Start();
  
  	// Called each loop iteration
  	bool PreUpdate();
  	bool Update(float dt);
  	bool PostUpdate();
  
  	// Called before quitting
  	bool CleanUp();
  
  	void AddEntity(fPoint position, Entity::Type type);
  
  	void OnCollision(Collider* a, Collider* b, float dt);
  
  	void ResetEntities();
  
  	bool Load(pugi::xml_node& savedGame);
  	bool Save(pugi::xml_node& savedGame);
  
  	Player* GetPlayer();
  
  private:
  	pugi::xml_node playerConfig;
  	Player* placeholderPlayer;
  
  	int enemySpeed = 0;
  	int pigHealth = 0;
  	int enemyGravity = 0;
  	int enemyJumpForce = 0;
  	int knifeSpeed = 0;
  
  	List<Entity*> entityList;
  
  	// Textures
  	SDL_Texture* batTexture;
  	SDL_Texture* fruitTexture;
  	SDL_Texture* heartTexture;
  	SDL_Texture* pigTexture;
  	SDL_Texture* knifetexture;
  
  	const char* batTexturePath;
  	const char* fruitTexturePath;
  	const char* heartTexturePath;
  	const char* pigTexturePath;
  	const char* knifeTexturePath;
  };
  
  #endif // __ENTITIES_H__