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#include "entity.h"
void Entity::addComponent(std::shared_ptr<Component> c)
{
components.push_back(c);
}
void Entity::send(message_t msg)
{
for (auto it = components.begin(); it != components.end(); it++)
{
(*it)->receive(msg);
}
}
void Entity::tick()
{
for (auto it = components.begin(); it != components.end(); it++)
{
(*it)->tick();
}
}
void Entity::input(int key, int action)
{
for (auto it = components.begin(); it != components.end(); it++)
{
(*it)->input(key, action);
}
}
void Entity::render(Texture* buffer)
{
for (auto it = components.begin(); it != components.end(); it++)
{
(*it)->render(buffer);
}
}
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