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Lunar Base is a simple game framework written in Java. It is written using an entity-component-system architecture.

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/*
 * This file is part of the lunar-base package.
 *
 * Copyright (c) 2014 Eric Fritz
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software
 * and associated documentation files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
 * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT.  IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

package com.kauridev.lunarbase;

/**
 * A base implementation for systems which process entity collections.
 *
 * @author Eric Fritz
 */
abstract public class EntityGameSystem implements GameSystem
{
	/**
	 * The entities the system will process.
	 */
	private EntityCollection entities;

	/**
	 * Creates a new EntityGameSystem.
	 *
	 * @param entities The collection of entities this system is will process.
	 */
	public EntityGameSystem(EntityCollection entities) {
		this.entities = entities;
	}

	@Override
	public void process(double elapsed) {
		for (Entity entity : entities) {
			processEntity(entity, elapsed);
		}
	}

	/**
	 * Process a single entity.
	 *
	 * @param entity  The entity.
	 * @param elapsed The number of milliseconds elapsed since the last call to update.
	 */
	abstract public void processEntity(Entity entity, double elapsed);
}




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