R-Type  2
Doom but in better
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Systems.cpp
Go to the documentation of this file.
1#include "Systems.hpp"
2
3#include "Registry.hpp"
4#include "AISystem.hpp"
5#include "CollisionSystem.hpp"
6#include "LifetimeSystem.hpp"
7#include "MovementSystem.hpp"
8#include "SpawnSystem.hpp"
9#include "WeaponSystem.hpp"
10#include "EventSystem.hpp"
11#include "WinSystem.hpp"
12
25
void ai_system(Registry &r, ComponentContainer< Behaviour > &behaviours, ComponentContainer< Velocity > &velocities)
AI system that updates the behaviour and velocity of entities.
Definition AISystem.cpp:6
void collision_system(Registry &r, ComponentContainer< Position > &positions, ComponentContainer< Collider > &colliders, ComponentContainer< Type > &types)
Collision detection and resolution system.
void event_system(Registry &r)
Processes events from the queue and performs actions.
void lifetime_system(Registry &r, ComponentContainer< Lifetime > &lifetimes)
Manages the lifetime of entities by decreasing their time left.
void movement_system(Registry &r, ComponentContainer< Position > &positions, ComponentContainer< Velocity > &velocities)
Handles the movement of entities based on their velocity.
void spawn_monster_system(Registry &r)
Spawns a monster periodically based on the spawn timer.
void setup_systems(Registry &r)
Sets up all the necessary systems for the game.
Definition Systems.cpp:13
void setup_components(Registry &r)
Registers components in the given registry.
Definition Systems.cpp:26
Registry * r
Definition Tests.cpp:4
void weapon_system(Registry &r, ComponentContainer< Weapon > &weapons, ComponentContainer< Position > &positions, ComponentContainer< Type > &types)
Handles the firing of weapons and updates their states.
void win_system(Registry &r)
Definition WinSystem.cpp:11
Manages entities and their associated components, enabling the creation, deletion,...
Definition Registry.hpp:23
void add_system(Function &&f)
Adds a system to the registry.
Definition Registry.hpp:55
ComponentContainer< Component > & register_component()
Registers a new component type.
Definition Registry.hpp:85
Represents the behaviour of an entity, including the type and a timer for timed behaviours.
Definition Behaviour.hpp:20
Represents a circular collider for an entity, defined by its radius.
Definition Collider.hpp:10
Represents the health of an entity, including current and maximum health values.
Definition Health.hpp:10
Represents an image asset with a specified width and height.
Definition Image.hpp:29
Represents the remaining lifetime of an entity or object.
Definition Lifetime.hpp:10
Represents a loot drop with a specific loot type.
Definition LootDrop.hpp:23
Represents information about a player, specifically their username.
Represents the position of an entity in a 2D space.
Definition Position.hpp:10
Represents a power-up item and its enabled state.
Definition PowerUp.hpp:11
Represents the team affiliation of an entity.
Definition Team.hpp:22
Represents the type of an entity in the game.
Definition Type.hpp:26
Represents the velocity of an entity in a 2D space.
Definition Velocity.hpp:10
Represents a weapon and its attributes in the game.
Definition Weapon.hpp:11