Bomberman
CameraSystem.hpp
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1 //
2 // Created by Tom Augier on 05/06/2021
3 //
4 
5 #pragma once
6 
7 #include "System/System.hpp"
8 #include "Window.hpp"
12 #include "Wal.hpp"
13 
14 namespace BBM
15 {
16  class CameraSystem : public WAL::System<CameraComponent, PositionComponent>
17  {
18  public:
20  bool hasEnded = false;
21 
23  void onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, std::chrono::nanoseconds) override;
24 
27 
29  CameraSystem(WAL::Wal &wal);
31  CameraSystem(const CameraSystem &) = default;
33  ~CameraSystem() override = default;
35  CameraSystem &operator=(const CameraSystem &) = delete;
36  };
37 }
38 
39 
WAL::ViewEntity
Definition: View.hpp:19
System.hpp
BBM
Definition: AnimationsComponent.cpp:9
PositionComponent.hpp
WAL::Wal
The main WAL class, it is used to setup and run the ECS.
Definition: Wal.hpp:27
BBM::CameraSystem::introAnimation
bool introAnimation(WAL::ViewEntity< CameraComponent, PositionComponent > &entity)
introduciton animation when entering gameScene
Definition: CameraSystem.cpp:22
Window.hpp
BBM::CameraSystem
Definition: CameraSystem.hpp:16
ControllableComponent.hpp
BBM::CameraSystem::~CameraSystem
~CameraSystem() override=default
Default dtor.
BBM::CameraSystem::hasEnded
bool hasEnded
A boolean indicating if the intro's animation has ended.
Definition: CameraSystem.hpp:20
CameraComponent.hpp
BBM::CameraSystem::operator=
CameraSystem & operator=(const CameraSystem &)=delete
A CameraManager screen system can't be assigned.
WAL::System
A base system of WAL.
Definition: System.hpp:22
BBM::CameraSystem::onUpdate
void onUpdate(WAL::ViewEntity< CameraComponent, PositionComponent > &entity, std::chrono::nanoseconds) override
Definition: CameraSystem.cpp:51
Wal.hpp
BBM::CameraSystem::CameraSystem
CameraSystem(WAL::Wal &wal)
ctor
Definition: CameraSystem.cpp:18