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-rw-r--r--src/crepe/system/ParticleSystem.cpp2
-rw-r--r--src/crepe/system/ParticleSystem.h15
-rw-r--r--src/crepe/system/PhysicsSystem.h10
-rw-r--r--src/crepe/system/RenderSystem.h2
4 files changed, 10 insertions, 19 deletions
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 4a25b47..e7a3bec 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -11,8 +11,6 @@
using namespace crepe;
-ParticleSystem::ParticleSystem() {}
-
void ParticleSystem::update() {
// Get all emitters
ComponentManager & mgr = ComponentManager::get_instance();
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 3155df1..d7ca148 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -2,23 +2,20 @@
#include <cstdint>
+#include "System.h"
+
namespace crepe {
class ParticleEmitter;
class Transform;
/**
* \brief ParticleSystem class responsible for managing particle emission, updates, and bounds checking.
*/
-class ParticleSystem {
+class ParticleSystem : public System {
public:
/**
- * \brief Default constructor.
- */
- ParticleSystem();
-
- /**
* \brief Updates all particle emitters by emitting particles, updating particle states, and checking bounds.
*/
- void update();
+ void update() override;
private:
/**
@@ -66,9 +63,9 @@ private:
private:
//! Counter to count updates to determine how many times emit_particle is called.
- uint32_t update_count = 0;
+ unsigned int update_count = 0;
//! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 updates).
- static constexpr uint32_t MAX_UPDATE_COUNT = 100;
+ static constexpr unsigned int MAX_UPDATE_COUNT = 100;
};
} // namespace crepe
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index cc13b70..038c120 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -1,5 +1,7 @@
#pragma once
+#include "System.h"
+
namespace crepe {
/**
* \brief System that controls all physics
@@ -7,18 +9,14 @@ namespace crepe {
* This class is a physics system that uses a rigidbody and transform
* to add physics to a game object.
*/
-class PhysicsSystem {
+class PhysicsSystem : public System {
public:
/**
- * Constructor is default
- */
- PhysicsSystem() = default;
- /**
* \brief updates the physics system.
*
* It calculates new velocties and changes the postion in the transform.
*/
- void update();
+ void update() override;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index feefa09..6529d41 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -61,10 +61,8 @@ private:
/**
- * \todo Include color handling for sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
- * \todo Ensure each sprite is checked for active status before rendering.
* \todo Sort all layers by order before rendering.
* \todo Consider adding text input functionality.
*/