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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"
namespace JinEngine
{
namespace Game
{
///
/// Game object base class.
///
class Entity : public Object
{
public:
///
///
///
virtual ~Entity();
///
///
///
void lifecycle();
///
///
///
void setVisible(bool isVisible);
///
///
///
void setActive(bool isActive);
protected:
virtual void onAlive();
virtual void onUpdate(float dt);
virtual void onDraw();
virtual void onDie();
uint32 layer; // layer where entity belongs
uint32 index; // render index in layer
uint64 tag; // tag of entity, 64 now
bool mIsVisible; // if the entity is visible or not
bool mIsActive; // if the entity is joined into the logic
};
///
/// Entity list. For quickly adding and removing entities.
///
typedef std::list<Entity*> EntityList;
///
/// Entity set. For searching and keeps entities unique and sorted.
///
typedef std::set<Entity*> EntitySet;
} // namespace Game
} // namespace JinEngine
#endif // jin_game
#endif
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