63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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// Email: seanomik@gmail.com
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//
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#ifndef SIMPLEENGINE_ENTITY_H
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#define SIMPLEENGINE_ENTITY_H
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#include <SFML/Graphics.hpp>
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#include <vector>
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#include <memory>
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namespace simpleengine {
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class Component;
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class Game;
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class Event;
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// @TODO Create a Destructible class that replaces Entity::Destroying, Entity::DestroyLater, and Entity::IsGettingDestroyed.
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class Entity {
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friend class Game;
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friend class Event;
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public:
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Entity() = default;
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virtual ~Entity() = default;
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Entity(const Entity& entity) = delete;
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virtual void Move(const float& delta_time, const float& dir_x, const float& dir_y) {};
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virtual void Move(const float& delta_time, const sf::Vector2f& offset) {};
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virtual void Move(const sf::Vector2f& offset) {};
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virtual void Render(sf::RenderTarget* target);
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virtual void Update(const float& delta_time);
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// Called when the entity is about to be destroyed.
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// Make sure to call this in your extending Entity.
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virtual void Destroying();
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void DestroyLater(); // In most cases, this will be ran next EntityEvent::Update()
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const bool& IsGettingDestroyed() const;
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template<typename T>
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bool HasComponent() {
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for (std::unique_ptr<Component>& comp : components) {
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if (dynamic_cast<T*>(comp.get())) {
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return true;
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}
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}
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return false;
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}
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void UpdateComponents(const float& delta_time);
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void RenderComponents(sf::RenderTarget* target);
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void AddComponent(std::unique_ptr<Component> component);
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protected:
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std::vector<std::unique_ptr<Component>> components;
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bool destroying = false;
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};
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}
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#endif //GAMEENGINE_ENTITY_H
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