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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