cs381/as6/Entities.hpp

82 lines
2.2 KiB
C++

#pragma once
#include "Components.hpp"
#include "Entity.hpp"
#include <memory>
std::shared_ptr<Entity> CreateProbe() {
auto e = std::make_shared<Entity>();
auto &transform = e->AddComponent<TransformComponent>();
transform.x = 96.0f;
transform.y = 230.0f;
auto &physics = e->AddComponent<PhysicsComponent>();
physics.vx = 165.0f;
physics.vy = 0.0f;
physics.speedCap = 420.0f;
e->AddComponent<GravityReceiverComponent>();
e->AddComponent<ColliderComponent>();
e->AddComponent<TrailComponent>();
e->AddComponent<ProjectionComponent>();
e->AddComponent<RenderComponent>();
return e;
}
std::shared_ptr<Entity> CreateGravityWell() {
auto e = std::make_shared<Entity>();
e->AddComponent<TransformComponent>();
e->AddComponent<GravityWellComponent>();
e->AddComponent<RenderComponent>();
return e;
}
std::shared_ptr<Entity> CreateStar(float x, float y) {
auto e = std::make_shared<Entity>();
auto &t = e->AddComponent<TransformComponent>();
t.x = x;
t.y = y;
e->AddComponent<ScrollableComponent>();
e->AddComponent<ColliderComponent>();
e->AddComponent<CollectibleComponent>();
e->AddComponent<RenderComponent>();
return e;
}
std::shared_ptr<Entity> CreateAsteroid(float x, float y) {
auto e = std::make_shared<Entity>();
auto &t = e->AddComponent<TransformComponent>();
t.x = x;
t.y = y;
e->AddComponent<ScrollableComponent>();
e->AddComponent<ColliderComponent>();
e->AddComponent<RenderComponent>();
return e;
}
std::shared_ptr<Entity> CreateNullZone(float x, float width) {
auto e = std::make_shared<Entity>();
auto &t = e->AddComponent<TransformComponent>();
t.x = x;
(void)width;
e->AddComponent<ScrollableComponent>();
e->AddComponent<NullZoneComponent>();
e->AddComponent<RenderComponent>();
return e;
}
std::shared_ptr<Entity> CreateWorld() {
auto e = std::make_shared<Entity>();
e->AddComponent<ScrollComponent>();
e->AddComponent<SpawnComponent>();
return e;
}
std::shared_ptr<Entity> CreateHUD() {
auto e = std::make_shared<Entity>();
e->AddComponent<MeterComponent>();
e->AddComponent<HudComponent>();
e->AddComponent<RenderComponent>();
return e;
}