|
| | LocalSystem (int priority, std::set< ComponentType > needed, Manager *manager, int width, int height) |
| | Create a local system. More...
|
| |
| virtual void | update (float delta) |
| | Update all the entities in the current time step. More...
|
| |
| virtual void | updateEntity (float delta, Entity e) |
| | Update an entity in the current time step. More...
|
| |
| void | reset (int width, int height) |
| | Reset the grid dimensions. More...
|
| |
| void | setFocus (int x, int y) |
| | Set the focus for local systems. More...
|
| |
| bool | addLocalEntity (Entity e, int x, int y) |
| | Add an entity in the (x,y) cell of the grid. More...
|
| |
| bool | removeLocalEntity (Entity e, int x, int y) |
| | Remove an entity from the (x,y) cell of the grid. More...
|
| |
| | System (int priority, std::set< ComponentType > needed, Manager *manager) |
| | A system constructor. More...
|
| |
| virtual | ~System () |
| |
| int | getPriority () const |
| | Get the priority of the system. More...
|
| |
| std::set< ComponentType > | getNeededComponents () const |
| | Get the needed component types. More...
|
| |
| Manager * | getManager () |
| | Get the manager. More...
|
| |
| virtual bool | addEntity (Entity e)=0 |
| | Add an entity in the system. More...
|
| |
| virtual bool | removeEntity (Entity e)=0 |
| | Removes an entity from the system. More...
|
| |
| virtual void | init () |
| | Initialize the system. More...
|
| |
| virtual void | preUpdate (float delta) |
| | Do something before the individual update of each entity. More...
|
| |
| virtual void | postUpdate (float delta) |
| | Do something after the individual update of each entity. More...
|
| |
A local system.
A local system handles the entities in a rectangular grid and updates the entities that are in the focused cell.