3 #include <IteratingSystem.hpp>
4 #include <Dispatcher.hpp>
6 #include <SFML/Graphics.hpp>
46 void process(std::shared_ptr<Entity> &entity, sf::Time deltaTime);
53 sf::FloatRect _bottom;
59 void slightlyRandomize(sf::Vector2f &velocity)
const;
A system that handles the ball physics.
Definition: BallSystem.hpp:16
void process(std::shared_ptr< Entity > &entity, sf::Time deltaTime)
Processes a ball.
static const std::string ENEMY_SCORE_EVENT
The Event ID indicating the enemy AI has scored.
Definition: BallSystem.hpp:26
static const std::string PLAYER_SCORE_EVENT
The Event ID indicating the player has scored.
Definition: BallSystem.hpp:21
BallSystem(Dispatcher &dispatcher, Entity &player, Entity &enemy)
Constructs a new Ball System.
A class for managing events.
Definition: Dispatcher.hpp:18
An entity in the game's component entity system.
Definition: Entity.hpp:14
An implementation of EntitySystem that iterates through all Entity objects in EntitySystem::getEntiti...
Definition: IteratingSystem.hpp:10