|
Simple C++ Game
|
A system for updating positions based on velocities. More...
#include <VelocitySystem.hpp>


Public Member Functions | |
| VelocitySystem () | |
| Construct a new VelocitySystem. | |
Public Member Functions inherited from IteratingSystem | |
| 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... | |
Public Member Functions inherited from EntitySystem | |
| 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 > &entity, sf::Time deltaTime) |
| Updates position data based on velocity for an Entity. More... | |
Protected Member Functions inherited from EntitySystem | |
| virtual std::map< int, std::shared_ptr< Entity > > | getEntities () const |
| Get the Entities in the system. More... | |
A system for updating positions based on velocities.
It acts on entities with LocationComponent and VelocityComponent
|
protectedvirtual |
Updates position data based on velocity for an Entity.
| entity | The current entity being processed |
| deltaTime | The amount of time that has passed since process() was last called on this entity |
Implements IteratingSystem.