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Actor.cpp
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101 lines (88 loc) · 1.64 KB
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#include "Actor.h"
#include "Component.h"
#include "Game.h"
#include <iostream>
Actor::Actor(class Game* game) : mGame(game),
mState(EActive),
mPosition(Vector2( 0.0f, 0.0f )),
mScale(1.0f),
mRotation(0.0f)
{
mGame->AddActor(this);
}
Actor::~Actor()
{
mGame->RemoveActor(this);
std::cout << "Actor removed" << std::endl;
// delete components
while (!mComponents.empty())
{
delete mComponents.back();
}
}
void Actor::Update(float deltaTime)
{
if (mState == EActive)
{
UpdateComponents(deltaTime);
UpdateActor(deltaTime);
}
}
void Actor::UpdateComponents(float deltaTime)
{
for (auto comp : mComponents)
{
comp->Update(deltaTime);
}
}
void Actor::UpdateActor(float deltaTime)
{
}
void Actor::AddComponent(Component* component)
{
int myOrder = component->GetUpdateOrder();
auto iter = mComponents.begin();
for (; iter != mComponents.end(); ++iter)
{
if (myOrder < (*iter)->GetUpdateOrder())
{
break;
}
}
mComponents.insert(iter, component);
}
void Actor::RemoveComponent(Component* component)
{
auto iter = std::find(mComponents.begin(), mComponents.end(), component);
if (iter != mComponents.end())
{
mComponents.erase(iter);
}
std::cout << "Components Removed" << std::endl;
}
void Actor::SetPosition(Vector2 position)
{
mPosition = position;
}
void Actor::SetScale(float scale)
{
mScale = scale;
}
Actor::State Actor::getState()
{
return mState;
}
void Actor::ProcessInput(const uint8_t* keyState)
{
if (mState == EActive)
{
for (auto comp : mComponents)
{
comp->ProcessInput(keyState);
}
ActorInput(keyState);
}
}
void Actor::ActorInput(const uint8_t* keyState)
{
}