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-rw-r--r--src/libjin/Game/je_gameobject.h86
1 files changed, 86 insertions, 0 deletions
diff --git a/src/libjin/Game/je_gameobject.h b/src/libjin/Game/je_gameobject.h
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+++ b/src/libjin/Game/je_gameobject.h
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+#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 \ No newline at end of file