// Updates a body's position and rotation.
struct BodySystem : public ex::System<BodySystem> {
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
Body::Handle body;
for (ex::Entity entity : es.entities_with_components(body)) {
body->position += body->direction * static_cast<float>(dt);
// Fades out the alpha value of any Renderable and Fadeable entity. Once the
// object has completely faded out it is destroyed.
struct FadeOutSystem : public ex::System<FadeOutSystem> {
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
Fadeable::Handle fade;
Renderable::Handle renderable;
for (ex::Entity entity : es.entities_with_components(fade, renderable)) {
public:
explicit BounceSystem(sf::RenderTarget &target) : size(target.getSize()) {}
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
Body::Handle body;
for (ex::Entity entity : es.entities_with_components(body)) {
if (body->position.x + body->direction.x < 0 ||
size.y = size.y / PARTITIONS + 1;
}
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
reset();
collect(es);
collide(events);
events.subscribe<CollisionEvent>(*this);
}
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
for (ex::Entity entity : collided) {
emit_particles(es, entity);
entity.destroy();
text.setColor(sf::Color::White);
}
- void update(ex::EntityManager &es, ex::EventManager &events, DeltaTime dt) override {
+ void update(ex::EntityManager &es, ex::EventManager &events, ex::DeltaTime dt) override {
Body::Handle body;
Renderable::Handle renderable;
for (ex::Entity entity : es.entities_with_components(body, renderable)) {
}
}
- void update(DeltaTime dt) {
+ void update(ex::DeltaTime dt) {
systems.update<BodySystem>(dt);
systems.update<FadeOutSystem>(dt);
systems.update<BounceSystem>(dt);