I developed a LevelSystem class, along with a CBrick component for use in it and an EStageCleared event that is triggered upon all the bricks being removed.

The class currently creates a 8x8 grid of entities with Transform components.
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PlatinumSkink
2015-09-09 21:10:10 +02:00
parent ec137acb38
commit 5d753babe6
6 changed files with 196 additions and 25 deletions
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//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
//#include "Rendering/CSprite.h"
#include "Core/EventBroker.h"
namespace dd
{
namespace Systems
{
class LevelSystem : public System
{
public:
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void CreateBasicLevel(int, int, int, int);
void CreateBrick(int, int, int, int);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
void EndLevel();
private:
int numberOfBricks;
EntityID bricks[];
int tRows = 8;
int tLines = 8;
int tSpaceBetweenBricks = 30;
int tSpaceToEdge = 30;
};
}
}
#endif //DAYDREAM_LEVELSYSTEM_H