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-rw-r--r--src/libjin/Game/je_gameobject.h83
1 files changed, 0 insertions, 83 deletions
diff --git a/src/libjin/Game/je_gameobject.h b/src/libjin/Game/je_gameobject.h
deleted file mode 100644
index 7c6ec2b..0000000
--- a/src/libjin/Game/je_gameobject.h
+++ /dev/null
@@ -1,83 +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
-
- Math::Transform mTransform;
-
- };
-
- ///
- /// 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