8 #ifndef NEWENTITYSYSTEM_HPP_
9 #define NEWENTITYSYSTEM_HPP_
11 #include <unordered_map>
15 #include "Registry.hpp"
18 #include "GraphicalLib.hpp"
21 #include "Component/CAsset.hpp"
22 #include "Component/CClientNetworkId.hpp"
23 #include "Component/CNetworkQueue.hpp"
24 #include "Component/CSceneId.hpp"
25 #include "Component/CServerId.hpp"
26 #include "Component/CText.hpp"
27 #include "Component/CColor.hpp"
28 #include "Component/CRefId.hpp"
29 #include "Component/CRef.hpp"
30 #include "Component/CSound.hpp"
31 #include "Component/CSoundId.hpp"
127 std::unordered_map<int, std::string> _entityType;
128 std::unique_ptr<rtype::GraphicalLib> _graphicLib;
void addEnemy(Registry ®istry, packet_new_entity &packet_new_entity, Sparse_array< component::casset_t > &assets, Sparse_array< component::csound_t > &sounds)
A method to add a new enemy entity.
Definition: NewEntitySystem.cpp:93
Class that handle Element of type Component like a vector which can be holed.
Definition: SparseArray.hpp:22
void addEnemy2(Registry ®istry, packet_new_entity &packet_new_entity, Sparse_array< component::casset_t > &assets, Sparse_array< component::csound_t > &sounds)
A method to add a new enemy entity.
Definition: NewEntitySystem.cpp:142
Namespace for systems.
Definition: DirectionSystem.hpp:24
void addBullet(Registry ®istry, packet_new_entity &packet_new_entity, Sparse_array< component::casset_t > &assets, Sparse_array< component::csound_t > &sounds)
A method to add a new bullet entity.
Definition: NewEntitySystem.cpp:71
Class that handle ECS.
Definition: Registry.hpp:22
NewEntitySystem()
Construct a new New Entity System object.
Definition: NewEntitySystem.cpp:29
void operator()(Registry ®istry, Sparse_array< component::cnetwork_queue_t > &network, Sparse_array< component::cserverid_t > &serverIds, Sparse_array< component::casset_t > &assets, Sparse_array< component::cclient_network_id > &clientNetwrokId, Sparse_array< component::csceneid_t > &sceneId, Sparse_array< component::csound_t > &sounds)
Function that will be automaticaly called while the client is working (on loop)
Definition: NewEntitySystem.cpp:51
void doesEntityAlreadyExist(int newEntityId)
A method to check if an entity already exists.
A packet to handle a new entity informations.
Definition: NewEntity.hpp:16
void addShip(Registry ®istry, packet_new_entity &packet_new_entity, Sparse_array< component::casset_t > &assets, Sparse_array< component::cclient_network_id > &clientNetworkId, Sparse_array< component::csceneid_t > &sceneId, Sparse_array< component::csound_t > &sounds)
A method to add a new ship entity.
Definition: NewEntitySystem.cpp:114
NewEntitySystem class that handles the creation of an entity.
Definition: NewEntitySystem.hpp:40
void addEnemy3(Registry ®istry, packet_new_entity &packet_new_entity, Sparse_array< component::casset_t > &assets, Sparse_array< component::csound_t > &sounds)
A method to add a new enemy entity.
Definition: NewEntitySystem.cpp:165