com.codeheadsystems.gamelib.entity.entitysystem.WrappedIteratingEntitySystem Maven / Gradle / Ivy
/*
* Copyright (c) 2023. Ned Wolpert
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
package com.codeheadsystems.gamelib.entity.entitysystem;
import com.badlogic.ashley.core.Engine;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.EntityListener;
import com.badlogic.ashley.core.EntitySystem;
import com.badlogic.ashley.core.Family;
import com.badlogic.gdx.utils.Array;
/**
* Purpose: Given the family, manages the list of entities in the engine,
* always keeping up to date. Note, the SortedIteratingSystem has flaws with
* adding entities, so we basically re-wrote it here, using the SortedIteratingSystem
* as a guide.
*/
public abstract class WrappedIteratingEntitySystem extends EntitySystem {
private final Family family;
private Engine engine;
/**
* Instantiates a new Wrapped iterating entity system.
*
* @param family the family
* @param priority the priority
*/
public WrappedIteratingEntitySystem(final Family family,
final int priority) {
super(priority);
this.family = family;
}
/**
* Override this if you need something to execute before the start of the
* batch.
*
* @param deltaTime time since last execution.
*/
public void beforeIteration(final float deltaTime) {
}
/**
* Override this if you want to handle the individual entity.
*
* @param entity to process.
* @param deltaTime time since last execution.
*/
public void processEntity(final Entity entity, final float deltaTime) {
}
/**
* Override this if you want to handle the end of the entity.
*
* @param deltaTime time since last execution.
*/
public void afterIteration(final float deltaTime) {
}
@Override
public void update(float deltaTime) {
beforeIteration(deltaTime);
if (engine != null) {
for (Entity entity : engine.getEntitiesFor(family)) {
processEntity(entity, deltaTime);
}
}
afterIteration(deltaTime);
}
@Override
public void addedToEngine(Engine thisEngine) {
this.engine = thisEngine;
}
@Override
public void removedFromEngine(Engine engine) {
this.engine = null;
}
}
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