Simple C++ Game
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A system that performs the AI for the enemy player. More...
#include <EnemyAISystem.hpp>
Public Member Functions | |
EnemyAISystem (Entity &ball) | |
Construct a new Enemy AI System object. More... | |
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IteratingSystem () | |
Construct a new IteratingSystem with the default EntitySystem constructor. More... | |
IteratingSystem (const std::shared_ptr< EntityFamily > &family) | |
Construct a new IteratingSystem with the EntityFamily EntitySystem constructor. More... | |
void | update (const sf::Time deltaTime) |
Iterates through each element in the system to perform updates. More... | |
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EntitySystem () | |
Construct a new default EntitySystem. More... | |
EntitySystem (const std::shared_ptr< EntityFamily > &family) | |
Construct a new EntitySystem that acts on a specified family. More... | |
virtual void | engineEntityAdded (const std::shared_ptr< Entity > &entity) |
Performs any operations required after an entity has been added to an EntityEngine the system is a part of. More... | |
Protected Member Functions | |
void | process (std::shared_ptr< Entity > &ai, const sf::Time deltaTime) |
Processes the enemy AI for a single paddle. More... | |
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virtual std::map< int, std::shared_ptr< Entity > > | getEntities () const |
Get the Entities in the system. More... | |
A system that performs the AI for the enemy player.
EnemyAISystem::EnemyAISystem | ( | Entity & | ball | ) |
Construct a new Enemy AI System object.
ball | The ball that the AI will track to try to bounce back as part of the game of Pong. |
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protectedvirtual |
Processes the enemy AI for a single paddle.
ai | The AI that is being processed. |
deltaTime | The amount of time that has passed since the last time the AI was processed. |
Implements IteratingSystem.