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#include "prototype.h"
#include "game.h"
#include "animation.h"
#include "components/animatable.h"
#include "components/transformable.h"
#include "components/ponderable.h"
#include "systems/pondering.h"
#include "systems/playing.h"
id_type Prototype::instantiate(
Game& game,
const Map::Object& object) const
{
id_type entity = game.getEntityManager().emplaceEntity();
AnimationSet entityGraphics(spritePath_.c_str(), w_, h_, 1);
entityGraphics.emplaceAnimation("default", 0, 1, 1);
game.getEntityManager().emplaceComponent<AnimatableComponent>(
entity,
std::move(entityGraphics),
"default");
game.getEntityManager().emplaceComponent<TransformableComponent>(
entity,
object.getX(),
object.getY(),
w_,
h_);
game.getSystemManager().getSystem<PonderingSystem>().initializeBody(
entity,
PonderableComponent::BodyType::vacuumed,
PonderableComponent::ColliderType::event);
auto& ponderable = game.getEntityManager().
getComponent<PonderableComponent>(entity);
switch (action_)
{
case Action::save:
{
ponderable.setEventCallback(PonderableComponent::ColliderType::player,
[] (Game& game) {
auto& playing = game.getSystemManager().getSystem<PlayingSystem>();
playing.save();
});
break;
}
}
return entity;
}
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