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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
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