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path: root/src/entity_manager.h
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* EntityManager const-correctnessKelly Rauchenberger2018-04-251-10/+19
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* Implemented map adjacencyKelly Rauchenberger2018-02-181-0/+10
| | | | | | This brings along with it the ability to move to different maps, for which the PlayingSystem and PlayableComponent were introduced. The PlayingSystem is a general overseer system that handles big picture stuff like initializing the player and changing maps. The PlayableComponent represents the player. While the ControllableComponent is also likely to always only be on the player entity, the two are distinct by separation of concerns. This also required a refactoring of how collisions are processed, because of a bug where the player can move to a new map when horizontal collisions are checked, and vertical collisions are skipped, causing the player to clip through the ground because the normal force was never handled.
* Refactored rendererKelly Rauchenberger2018-02-161-1/+1
| | | | | | Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed. Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
* Implemented map rendering and basic collisionKelly Rauchenberger2018-02-111-3/+17
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Changed EntityManager to dense vectorKelly Rauchenberger2018-02-071-95/+140
| | | | | | | | This should improve speed, because entity lookup will be O(1) instead of O(log n). Deletion is also O(1). Insert stays at potentially O(n), but still should be overall faster than the previous method. Also replaced some asserts with exceptions. Also made Component polymorphic so that deletion actually works properly.
* Whitespace changesKelly Rauchenberger2018-02-051-32/+32
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* Now displaying player characterKelly Rauchenberger2015-06-181-148/+21
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* Wrote EntityManagerKelly Rauchenberger2015-06-111-0/+279