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-rw-r--r--src/libjin/game/je_gameobject.h48
1 files changed, 3 insertions, 45 deletions
diff --git a/src/libjin/game/je_gameobject.h b/src/libjin/game/je_gameobject.h
index 7c6ec2b..e434caf 100644
--- a/src/libjin/game/je_gameobject.h
+++ b/src/libjin/game/je_gameobject.h
@@ -9,14 +9,13 @@
#include <set>
#include "../common/je_object.h"
-#include "../common/je_types.h"
-#include "../graphics/je_sprite.h"
+#include "../math/je_transform.h"
namespace JinEngine
{
namespace Game
{
- /*
+
///
/// Game object base class.
///
@@ -27,54 +26,13 @@ namespace JinEngine
///
///
///
- virtual ~GameObject();
-
- ///
- ///
- ///
- void lifecycle();
-
- ///
- ///
- ///
- void setVisible(bool isVisible);
-
- ///
- ///
- ///
- void setActive(bool isActive);
-
- ///
- ///
- ///
- void setOrder(uint32 order);
+ virtual ~GameObject() {};
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