116 lines
2.8 KiB
C++
116 lines
2.8 KiB
C++
#pragma once
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#include "Entity.hpp"
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// Placeholder component definitions inspired by the GDD. Logic will be filled
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// in later, but the types exist now so other modules can include them and build.
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struct TransformComponent : public Component {
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float x = 0.0f;
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float y = 0.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct PhysicsComponent : public Component {
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float vx = 0.0f;
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float vy = 0.0f;
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float speedCap = 400.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct GravityWellComponent : public Component {
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float mass = 150000.0f;
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float minDist = 30.0f;
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bool active = false;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct GravityReceiverComponent : public Component {
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Entity *well = nullptr;
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bool inVoid = false;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ColliderComponent : public Component {
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float radius = 8.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ScrollComponent : public Component {
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float scrollX = 0.0f;
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float speed = 2.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ScrollableComponent : public Component {
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float worldX = 0.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct SpawnComponent : public Component {
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float cursorWX = 0.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct TrailComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ProjectionComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct MeterComponent : public Component {
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float value = 60.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct HudComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct RenderComponent : public Component {
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virtual void Draw() {}
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct NullZoneComponent : public Component {
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float width = 70.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct CollectibleComponent : public Component {
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bool collected = false;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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