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EntitySystem.h
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61 lines (55 loc) · 2.2 KB
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/**
* Based on Artemis Entity System Framework
*
* Copyright 2011 GAMADU.COM. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY GAMADU.COM ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of GAMADU.COM.
*/
@class Entity;
@class World;
@interface EntitySystem : NSObject
{
World *_world;
NSMutableArray *_entities;
BOOL _active;
}
@property (nonatomic, assign) World *world;
@property (nonatomic, readonly) BOOL active;
+(id) system;
-(void) initialise;
-(void) begin;
-(void) end;
-(void) process;
-(void) processEntities:(NSArray *)entities;
-(void) processEntity:(Entity *)entity;
-(void) entityAdded:(Entity *)entity;
-(void) entityRemoved:(Entity *)entity;
-(void) entityChanged:(Entity *)entity;
-(BOOL) shouldContainEntity:(Entity *)entity;
-(void) removeEntity:(Entity *)entity;
-(BOOL) hasEntity:(Entity *)entity;
-(void) deactivate;
-(void) activate;
@end