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Simple C++ Game
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A component that stores the information required to render the entity on the screen. More...
#include <Components.hpp>


Public Member Functions | |
| RenderComponent () | |
| Construct a new RenderComponent. More... | |
Public Member Functions inherited from Entity::Component | |
| Component (const std::string id) | |
| Construct a new Component object. More... | |
| virtual | ~Component () |
| This is only declared to make the class polymorphic so that dymaic_cast between Component types works. | |
| const std::string | getId () const |
| Get the ID of the component. This will return the same value for all instances of a class of Component. | |
Public Attributes | |
| std::shared_ptr< sf::Texture > | texture |
| The texture that the sprite uses. More... | |
| sf::Sprite | sprite |
| The sprite that will be rendered to represent the entity. | |
Static Public Attributes | |
| static const std::string | RENDER_COMP_ID |
| The ID of RenderComponent. | |
A component that stores the information required to render the entity on the screen.
| RenderComponent::RenderComponent | ( | ) |
Construct a new RenderComponent.
Construct a new RenderComponent with unitialized variables. After creating a RenderComponent this way, you should load the texture (such as with texture.loadFromFile() ) and then set the sprite to a new sprite based on that texture.
| std::shared_ptr<sf::Texture> RenderComponent::texture |
The texture that the sprite uses.
The sprite does not use a pointer that keeps ownership of the texture, so we do so here to ensure it doesn't go out of scope.