1 #ifndef CORE_SYSTEMS_ENTITY_HPP
2 #define CORE_SYSTEMS_ENTITY_HPP
4 #include <BLIB/ECS.hpp>
5 #include <BLIB/Render/Scenes/Scene.hpp>
64 bl::ecs::Entity
spawnGeneric(std::uint8_t level,
const glm::i32vec2& tiles,
bool collidable,
65 const std::string& gfx,
map::Map& map);
77 bl::ecs::Entity
spawnAnimation(std::uint8_t level,
const glm::vec2& position,
78 const std::string& gfx,
map::Map& map);
Core classes and functionality for both the editor and game.
Represents a character to be spawned into a map on load.
Basic struct representing a pickup-able item in Map.
The primary map class that represents a usable map in the game.
Basic helper system for creating entities and their required components. Also manages player data and...
Entity(Systems &owner)
Construct a new Entity system.
bool spawnItem(const map::Item &item, map::Map &map)
Spawns an item into the world.
bl::ecs::Entity spawnAnimation(std::uint8_t level, const glm::vec2 &position, const std::string &gfx, map::Map &map)
Spawns an animation-only entity at the given position. The animation is not played until manually tri...
bl::ecs::Entity spawnGeneric(std::uint8_t level, const glm::i32vec2 &tiles, bool collidable, const std::string &gfx, map::Map &map)
Spawns a generic entity with some basic components.
bl::ecs::Entity spawnCharacter(const map::CharacterSpawn &spawn, map::Map &map)
Spawns a trainer or an npc from the given spawn information.
Owns all primary systems and a reference to the engine.