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space-war/include/game/system.hpp

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#pragma once
#include "tinyengine/ecs/system.hpp"
#include "tinyengine/tinyengine.hpp"
#include "game/global.hpp"
#include "game/component.hpp"
#include "game/entity.hpp"
class PhysicalSystem: public UpdateSystem {
public:
void Update(float dt) override;
private:
void physicalStep(Entity* entity, float dt, MoveCmpt&, MotionCmpt&);
};
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class MissileUpdateSystem: public UpdateSystem {
public:
void Update(float dt) override;
private:
void updateMissile(float dt, BulletCmpt&, MoveCmpt&, MotionCmpt&);
};
class ColliRectCorrectSystem: public UpdateSystem {
public:
void Update(float dt) override;
private:
void correctColliRect(MoveCmpt&, CollisionCmpt&);
};
class CollideSystem: public UpdateSystem {
public:
void Update(float dt) override;
};
class CleanupSystem: public UpdateSystem {
public:
void Update(float dt) override;
};
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class WeaponCooldownSystem: public UpdateSystem {
public:
void Update(float dt) override;
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private:
void coolDown(SpaceshipWeaponCmpt& weapon, float dt);
};
class RenderEntitySystem: public RenderSystem {
public:
void Render() override;
private:
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void renderEntity(Entity* entity, const RenderCmpt&, float rotation);
void renderCollideBox(Entity* entity);
};
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class EnergyProductSystem: public UpdateSystem {
public:
void Update(float) override;
private:
void coolDown(EnergyProductCmpt& cmpt, float dt);
};
class AIUpdateSystem: public UpdateSystem {
public:
void Update(float) override;
};