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Diffstat (limited to 'src/libjin/Game/je_gameobject.h')
-rw-r--r-- | src/libjin/Game/je_gameobject.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/src/libjin/Game/je_gameobject.h b/src/libjin/Game/je_gameobject.h new file mode 100644 index 0000000..08a103f --- /dev/null +++ b/src/libjin/Game/je_gameobject.h @@ -0,0 +1,86 @@ +#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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