#ifndef GAME_H_E6F1396E #define GAME_H_E6F1396E #include #include #include #include #include #include "sprite.h" #include "map.h" #include "consts.h" #include "system.h" struct Input { bool left = false; bool right = false; bool up = false; bool down = false; }; class Game { public: template void emplaceSystem() { systems_.push_back(std::make_unique(*this)); systemByKey_[T::Key] = systems_.back().get(); } template T& getSystem() { return *dynamic_cast(systemByKey_.at(T::Key)); } auto systems() { return systems_ | ranges::views::transform([&] (std::unique_ptr& systemPtr) -> System& { return *systemPtr; }); } int addSprite(Sprite sprite); const Sprite& getSprite(int id) const { return sprites_.at(id); } Sprite& getSprite(int id) { return sprites_.at(id); } const std::vector& getSprites() { return spriteIds_; } auto spriteView() const { return ranges::views::transform([&] (int id) -> const Sprite& { return sprites_.at(id); }); } void setSpriteState(int id, std::string state) { sprites_[id].setState(std::move(state)); } void setSpriteDirection(int id, Direction dir) { sprites_[id].setDirection(dir); } void tickSpriteAnim() { for (Sprite& sprite : sprites_) { sprite.tickAnim(); } } void setMap(std::unique_ptr map) { map_ = std::move(map); } const Map& getMap() const { return *map_; } private: std::list> systems_; std::map systemByKey_; std::vector spriteIds_; std::vector sprites_; std::unique_ptr map_; }; #endif /* end of include guard: GAME_H_E6F1396E */