// // 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" #include "Game/CBrick.h" #include "Core/World.h" #include "Game/EStageCleared.h" #include #include #include namespace dd { namespace Systems { // Me trying things out. class Level { public: int levelRows; int levelLines; int levelSpaceBetweenBricks; int levelSpaceToEdge; int bricks[]; }; class LevelSystem : public System { public: LevelSystem(World* world, std::shared_ptr eventBroker) : System(world, eventBroker) { } void Initialize() override; void CreateBasicLevel(int, int, int, int); void SaveLevel(int, int, int, int); // Shouldn't be here, but I'm experimenting. void LoadLevel(char[20]); void CreateBrick(int, int, int, int); void ProcessCollision(); void OnEntityRemoved(EntityID entity); void EndLevel(); private: int numberOfBricks; int tRows = 8; int tLines = 8; int tSpaceBetweenBricks = 30; int tSpaceToEdge = 30; }; } } #endif //DAYDREAM_LEVELSYSTEM_H