Merged master into LevelSystemAndSuch. Now let's see if it works.

This commit is contained in:
PlatinumSkink
2015-09-23 16:05:07 +02:00
26 changed files with 47248 additions and 154 deletions
+48
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@@ -0,0 +1,48 @@
#ifndef DAYDREAM_BALLSYSTEM_H
#define DAYDREAM_BALLSYSTEM_H
#include "Core/System.h"
#include "Core/World.h"
#include "Core/CTransform.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
#include "Game/CBall.h"
namespace dd {
namespace Systems {
class BallSystem : public System {
public:
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
~BallSystem();
EventRelay<BallSystem, Events::Contact> m_Contact;
bool Contact(const Events::Contact &event);
void RegisterComponents(ComponentFactory *cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity) override;
private:
};
}
}
#endif
+1
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@@ -16,6 +16,7 @@ namespace Components
struct Ball : Component
{
int Number = 0;
float Speed = 5.f;
};
}