Simple C++ Game
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An implementation of EntitySystem that iterates through all Entity objects in EntitySystem::getEntities() each EntitySystem::update. More...
#include <IteratingSystem.hpp>
Public Member Functions | |
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 | |
virtual void | process (std::shared_ptr< Entity > &entity, sf::Time deltaTime)=0 |
Processes a specific entity. More... | |
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virtual std::map< int, std::shared_ptr< Entity > > | getEntities () const |
Get the Entities in the system. More... | |
An implementation of EntitySystem that iterates through all Entity objects in EntitySystem::getEntities() each EntitySystem::update.
IteratingSystem::IteratingSystem | ( | ) |
Construct a new IteratingSystem with the default EntitySystem constructor.
IteratingSystem::IteratingSystem | ( | const std::shared_ptr< EntityFamily > & | family | ) |
Construct a new IteratingSystem with the EntityFamily EntitySystem constructor.
family | The family to provide to the EntitySystem constructor |
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protectedpure virtual |
Processes a specific entity.
This method is pure virtual in IteratingSystem. It is up to sublcasses to implement their specific needs.
entity | The current entity being processed. |
deltaTime | The amount of time that has passed since process() was last called for this entity. |
Implemented in VelocitySystem, RenderSystem, PlayerInputSystem, BallSystem, and EnemyAISystem.
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virtual |
Iterates through each element in the system to perform updates.
For each element in EntitySystem::getEntities(), calls IteratingSystem::process.
deltaTime | The amount of time that has passed since this method was last called |
Implements EntitySystem.