0
0
mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 21:23:41 +00:00

Compare commits

..

No commits in common. "63644b4759dacc938812444538869ed960fb7a6f" and "fcb79bc2a3295de192cfbba6c9c24da66ca92b65" have entirely different histories.

2 changed files with 20 additions and 49 deletions

View File

@ -530,7 +530,7 @@ EXTRACT_ALL = NO
# be included in the documentation.
# The default value is: NO.
EXTRACT_PRIVATE = NO
EXTRACT_PRIVATE = YES
# If the EXTRACT_PRIV_VIRTUAL tag is set to YES, documented private virtual
# methods of a class will be included in the documentation.

View File

@ -16,61 +16,36 @@ using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
using GroupBitSet = std::bitset<MAX_GROUPS>;
using ComponentArray = std::array<Component*, MAX_COMPONENTS>;
/*!
*
* \brief Main class for any object in game, stores associations, labeling and components
* \details The entity class is the primary class each object in the game needs to use. Add components to assign functionality.
*
* \todo More detailed description
* \todo Some functions in entity class are only supposed to be called in specific context, which might be valid uses for `friend` keyword. Example: Entity() should only be called from Manager::addEntity(). Verify each functions intended use/scope.
*
*/
class Entity
{
public:
/*!
* \brief Used for rendering order (last is highest) or retrieving entities of group
* \todo Label used in singular entity shouldn't use plural
* \todo HEARTS are rendered above POWERUPS, missleading order
* \todo PROJECTILE are rendered above POWERUPS, missleading order
* \todo Generalize HEARTS as UI or similar
*/
/*! TODO */
enum class GroupLabel
{
MAPTILES, //!< Entity using TileComponent
PLAYERS, //!< Primary entity in player controll
ENEMIES, //!< \deprecated All players now grouped as Entity::PLAYERS
COLLIDERS, //!< Fixed collider entity, e.g. a wall
PROJECTILE, //!< \todo Document
HEARTS, //!< \todo Document
POWERUPS //!< \todo Document
MAPTILES,
PLAYERS,
ENEMIES,
COLLIDERS,
PROJECTILE,
HEARTS,
POWERUPS
};
/*!
* \brief Allows grouping entities by team association for hits, win conditions, etc.
*/
enum class TeamLabel
{
NONE, //!< No team, should be skipped in any checks
NONE, //!< No team
BLUE, //!< Team blue
RED //!< Team red
};
/*!
* \todo Document
*/
explicit Entity(Manager& mManager) :
manager(mManager) { };
void update() const; //!< Call each frame to update all components
//! Call after update to render components.
//! \sa SpriteComponent::draw()
void update() const;
void draw() const;
bool isActive() const { return this->active; } //!< \sa destroy()
//! Mark for destruction for Manager::refresh() and disables collision
//! \sa ColliderComponent
bool isActive() const { return this->active; }
void destroy() {
this->active = false;
if (this->hasComponent<ColliderComponent>()) {
@ -78,26 +53,22 @@ public:
}
}
bool hasGroup(Group mGroup); //!< \sa GroupLabel
void addGroup(Group mGroup); //!< \sa GroupLabel
void delGroup(Group mGroup); //!< \sa GroupLabel
//! \returns bitset with true on position GroupLabel if the entity belongs to group
//! \sa GroupLabel
bool hasGroup(Group mGroup);
void addGroup(Group mGroup);
void delGroup(Group mGroup);
std::bitset<MAX_GROUPS> getGroupBitSet();
void setTeam(TeamLabel teamLabel); //!< \sa TeamLabel
TeamLabel getTeam(); //!< \sa TeamLabel
void setTeam(TeamLabel teamLabel);
/*! TODO */
TeamLabel getTeam();
//! \sa Manager
Manager& getManager() { return manager; };
template <typename T> bool hasComponent() const //! \sa Component
template <typename T> bool hasComponent() const
{
return componentBitSet[getComponentTypeID<T>()];
}
//! \brief Adds specified type as component and calls Component::init()
//! \param mArgs Constructor arguments of component
template <typename T, typename...TArgs> T& addComponent(TArgs&&...mArgs)
{
T* c(new T(std::forward<TArgs>(mArgs)...));
@ -112,7 +83,7 @@ public:
return *c;
};
template <typename T> T& getComponent() const //! \returns Component of type T
template <typename T> T& getComponent() const
{
auto ptr(componentArray[getComponentTypeID<T>()]);
return *static_cast<T*>(ptr);