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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-05-14 18:40:54 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-05-17 15:39:39 -0400
commit5e48cf6333aca7af6854d79194f138d57ce0b5e1 (patch)
treeb1703c6268b762a04a101f35188163fe2d9feb45 /src/game.h
parent046ee24a341468e9b3ea2983a731dbce18b52ac6 (diff)
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Specialized treatment of behavior scripts
The AutomatableComponent now links to the Runnable entity representing the behavior script.

Also reordered the SystemManager and EntityManager members of the Game class such that the EntityManager is destroyed before the SystemManager is. This fixes a bug where the destruction of a component has some affect on the state of a system. Specifically, if the ScriptingSystem (and thus the Lua state) is destroyed before the EntityManager is and there are any Runnable entities, the game will crash when trying to destroy them.
Diffstat (limited to 'src/game.h')
-rw-r--r--src/game.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.h b/src/game.h index dc256c6..d7fdcd7 100644 --- a/src/game.h +++ b/src/game.h
@@ -44,8 +44,8 @@ private:
44 44
45 std::mt19937 rng_; 45 std::mt19937 rng_;
46 Renderer renderer_; 46 Renderer renderer_;
47 EntityManager entityManager_;
48 SystemManager systemManager_; 47 SystemManager systemManager_;
48 EntityManager entityManager_;
49 bool shouldQuit_ = false; 49 bool shouldQuit_ = false;
50}; 50};
51 51