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System::NewEntitySystem Class Reference

NewEntitySystem class that handles the creation of an entity. More...

#include <NewEntitySystem.hpp>

Public Member Functions

 NewEntitySystem ()
 Construct a new New Entity System object.
 
void operator() (Registry &registry, 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) More...
 
void addBullet (Registry &registry, 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. More...
 
void addShip (Registry &registry, 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. More...
 
void addEnemy (Registry &registry, 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. More...
 
void addEnemy2 (Registry &registry, 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. More...
 
void addEnemy3 (Registry &registry, 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. More...
 
void doesEntityAlreadyExist (int newEntityId)
 A method to check if an entity already exists. More...
 

Detailed Description

NewEntitySystem class that handles the creation of an entity.

Member Function Documentation

◆ addBullet()

void System::NewEntitySystem::addBullet ( Registry registry,
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.

Parameters
registryThe registry of the client
packet_new_entityThe packet containing the new entity
assetsThe sparse array of asset id entities
soundsThe sparse array of sound id entities

◆ addEnemy()

void System::NewEntitySystem::addEnemy ( Registry registry,
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.

Parameters
registryThe registry of the client
packet_new_entityThe packet containing the new entity
assetsThe sparse array of asset id entities
soundsThe sparse array of sound id entities

◆ addEnemy2()

void System::NewEntitySystem::addEnemy2 ( Registry registry,
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.

Parameters
registryThe registry of the client
packet_new_entityThe packet containing the new entity
assetsThe sparse array of asset id entities
soundsThe sparse array of sound id entities

◆ addEnemy3()

void System::NewEntitySystem::addEnemy3 ( Registry registry,
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.

Parameters
registryThe registry of the client
packet_new_entityThe packet containing the new entity
assetsThe sparse array of asset id entities
soundsThe sparse array of sound id entities

◆ addShip()

void System::NewEntitySystem::addShip ( Registry registry,
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.

Parameters
registryThe registry of the client
packet_new_entityThe packet containing the new entity
assetsThe sparse array of asset id entities
clientNetworkIdThe sparse array of client network id entities
sceneIdThe sparse array of scene id entities
soundsThe sparse array of sound id entities

◆ doesEntityAlreadyExist()

void System::NewEntitySystem::doesEntityAlreadyExist ( int  newEntityId)

A method to check if an entity already exists.

Parameters
newEntityIdThe id of the new entity

◆ operator()()

void System::NewEntitySystem::operator() ( Registry registry,
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)

Parameters
registryThe registry of the client
networkThe sparse array of network entities
serverIdsThe sparse array of server Id entities
assetsThe sparse array of asset entities
clientNetwrokIdThe sparse array of client network id entities
sceneIdThe sparse array of scene id entities

The documentation for this class was generated from the following files: