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#ifndef ENTITY_H
#define ENTITY_H
#include <list>
#include "renderer.h"
class Game;
class Map;
class Entity;
class Component;
class Message {
public:
enum class Type {
walkLeft,
walkRight,
stopWalking,
stopMovingHorizontally,
stopMovingVertically,
collision,
jump,
stopJump,
drop,
canDrop,
cantDrop,
die,
stopDying,
hitTheGround
};
Message(Type type) : type(type) {}
Type type;
Entity* collisionEntity;
int dropAxis;
};
class Entity {
public:
void addComponent(std::shared_ptr<Component> c);
void send(Game& game, const Message& msg);
void tick(Game& game, double dt);
void input(Game& game, int key, int action);
void render(Game& game, Texture& buffer);
void detectCollision(Game& game, Entity& collider, std::pair<double, double> old_position);
std::pair<double, double> position;
std::pair<int, int> size;
private:
std::list<std::shared_ptr<Component>> components;
};
class Component {
public:
virtual void receive(Game&, Entity&, const Message&) {}
virtual void render(Game&, Entity&, Texture&) {}
virtual void tick(Game&, Entity&, double) {}
virtual void input(Game&, Entity&, int, int) {}
virtual void detectCollision(Game&, Entity&, Entity&, std::pair<double, double>) {}
};
#endif
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