aboutsummaryrefslogtreecommitdiff
path: root/src/libjin/Game/je_entity.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/libjin/Game/je_entity.h')
-rw-r--r--src/libjin/Game/je_entity.h75
1 files changed, 75 insertions, 0 deletions
diff --git a/src/libjin/Game/je_entity.h b/src/libjin/Game/je_entity.h
new file mode 100644
index 0000000..4a252da
--- /dev/null
+++ b/src/libjin/Game/je_entity.h
@@ -0,0 +1,75 @@
+#ifndef __JE_GAME_OBJECT_H
+#define __JE_GAME_OBJECT_H
+
+#include "../core/je_configuration.h"
+#if defined(jin_game)
+
+#include <list>
+#include <map>
+#include <set>
+
+#include "../common/je_object.h"
+#include "../common/je_types.h"
+
+namespace JinEngine
+{
+ namespace Game
+ {
+
+ ///
+ /// Game object base class.
+ ///
+ class Entity : public Object
+ {
+ public:
+
+ ///
+ ///
+ ///
+ virtual ~Entity();
+
+ ///
+ ///
+ ///
+ void lifecycle();
+
+ ///
+ ///
+ ///
+ void setVisible(bool isVisible);
+
+ ///
+ ///
+ ///
+ void setActive(bool isActive);
+
+ protected:
+ virtual void onAlive();
+ virtual void onUpdate(float dt);
+ virtual void onDraw();
+ virtual void onDie();
+
+ uint32 layer; // layer where entity belongs
+ uint32 index; // render index in layer
+ uint64 tag; // tag of entity, 64 now
+ bool mIsVisible; // if the entity is visible or not
+ bool mIsActive; // if the entity is joined into the logic
+
+ };
+
+ ///
+ /// Entity list. For quickly adding and removing entities.
+ ///
+ typedef std::list<Entity*> EntityList;
+
+ ///
+ /// Entity set. For searching and keeps entities unique and sorted.
+ ///
+ typedef std::set<Entity*> EntitySet;
+
+ } // namespace Game
+} // namespace JinEngine
+
+#endif // jin_game
+
+#endif \ No newline at end of file