R-Type
1.0.1.0
Rewrite of the R-Type game with networking ability
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Systems.hpp
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//
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// Created by nicol on 23/01/2023.
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//
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#ifndef URANUS_SYSTEMS_HPP
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#define URANUS_SYSTEMS_HPP
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#include "uranus/ecs/Components.hpp"
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#include "uranus/ecs/View.hpp"
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#include "uranus/engine/components/Event.hpp"
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#include "uranus/engine/manager/Manager.hpp"
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namespace
engine::system {
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void
position();
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void
draw();
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void
input(
engine::Event
event);
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void
collision();
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void
loop(
float
delta);
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void
animation();
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// TODO: move tha non "system" functions -----------------------------------
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void
addNewAnimation(
size_t
entity,
const
std::string &name,
bool
loop,
float
length);
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void
insertAnimationFrame(
size_t
entity,
const
std::string &name,
float
frameTime,
int
frame);
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void
playAnimation(
size_t
entity,
const
std::string &name);
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void
stopAnimation(
size_t
entity);
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bool
isColliding(
const
sf::FloatRect &obj1,
const
sf::FloatRect &obj2);
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void
setLayer(
size_t
entity,
const
std::bitset<uranus::ecs::LAYER_MASK_SIZE> &layer);
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void
setMask(
size_t
entity,
const
std::bitset<uranus::ecs::LAYER_MASK_SIZE> &mask);
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void
gameLoop();
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void
gameInit();
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void
drawImGui(std::shared_ptr<engine::RenderWindow> &window, std::shared_ptr<uranus::ecs::Registry> ®istry, sf::Time &time, sf::Clock &clock);
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void
close();
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//--------------------------------------------------------------------------
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void
removeDead();
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}
// namespace engine::system
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#endif
// URANUS_SYSTEMS_HPP
engine::Event
Definition:
Event.hpp:14
client
include
uranus
engine
Systems.hpp
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