void AddEntity(Entity *e) { entities.push_back(e); }
void ControlEntity(Entity *e) { controlled = e; camera.SetTarget(&e->Position()); }
+ void SetWalkingSpeed(float s) { walkingSpeed = s; }
+
private:
static bool ZCompare(const Entity *lhs, const Entity *rhs);
geometry::Vector<float> tempTarget;
graphics::Camera camera;
std::vector<Entity *> entities;
+ float walkingSpeed;
+ int nextDirection;
};