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Diffstat (limited to 'src/libjin/Game/je_game_object.h')
-rw-r--r-- | src/libjin/Game/je_game_object.h | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/src/libjin/Game/je_game_object.h b/src/libjin/Game/je_game_object.h deleted file mode 100644 index 08a103f..0000000 --- a/src/libjin/Game/je_game_object.h +++ /dev/null @@ -1,86 +0,0 @@ -#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" -#include "../graphics/je_sprite.h" - -namespace JinEngine -{ - namespace Game - { - - /// - /// Game object base class. - /// - class GameObject : public Object - { - public: - - /// - /// - /// - virtual ~GameObject(); - - /// - /// - /// - void lifecycle(); - - /// - /// - /// - void setVisible(bool isVisible); - - /// - /// - /// - void setActive(bool isActive); - - /// - /// - /// - void setOrder(uint32 order); - - protected: - virtual void onAlive(); - virtual void onUpdate(float dt); - virtual void onDraw(); - virtual void onDestroy(); - - uint32 mLayer; // layer where entity belongs - uint32 mOrder; // render index in layer - uint32 mTag; // tag of entity, support 32 tags now - bool mIsVisible; // if the entity is visible or not - bool mIsActive; // if the entity is joined into the logic - - /// - /// Position of entity. - /// - Math::Vector2<float> mPosition; - - }; - - /// - /// Entity list. For quickly adding and removing entities. - /// - typedef std::list<GameObject*> EntityList; - - /// - /// Entity set. For searching and keeps entities unique and sorted. - /// - typedef std::set<GameObject*> EntitySet; - - } // namespace Game -} // namespace JinEngine - -#endif // jin_game - -#endif
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