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objectCollection.cpp
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116 lines (96 loc) · 1.89 KB
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#include <iostream>
#include <algorithm>
#include "objectCollection.h"
ObjectCollection::ObjectCollection()
{
this->objects = vector<GameObject*>();
this->newObjects = vector<GameObject*>();
this->collisionSystem = nullptr;
}
void ObjectCollection::earlyUpdate()
{
for (GameObject* obj : this->objects)
{
obj->earlyUpdate();
}
}
void ObjectCollection::update()
{
this->processRemovals();
this->processNewObjects();
for (GameObject* obj : this->objects)
{
obj->update();
}
}
void ObjectCollection::lateUpdate()
{
for (GameObject* obj : this->objects)
{
obj->lateUpdate();
}
}
void ObjectCollection::render(sf::RenderWindow* window)
{
for (GameObject* obj : this->objects)
{
obj->render(window);
}
}
void ObjectCollection::processNewObjects()
{
if (this->newObjects.size() > 0)
{
for (GameObject* obj : this->newObjects)
{
obj->awake();
}
for (GameObject* obj : this->newObjects)
{
obj->start();
if (this->collisionSystem)
{
if (obj->hasComponent(ComponentType::T_Collider))
{
this->collisionSystem->addObject(obj);
}
}
}
this->objects.insert(this->objects.end(), this->newObjects.begin(), this->newObjects.end());
this->newObjects.clear();
}
}
void ObjectCollection::processRemovals()
{
for (auto it = objects.begin(); it != objects.end();) {
GameObject* obj = *it;
if (obj->getQueuedForRemoval()) {
this->collisionSystem->removeObject(obj);
delete obj;
it = objects.erase(it);
}
else {
++it;
}
}
}
void ObjectCollection::clean()
{
this->processNewObjects();
for (GameObject* obj : this->objects)
{
obj->queueForRemoval();
}
this->processRemovals();
}
void ObjectCollection::addObject(GameObject* toAdd)
{
this->newObjects.push_back(toAdd);
}
void ObjectCollection::addObject(GameObject* toAdd[], int numObjects)
{
for (int i = 0; i < numObjects; i++)
{
this->newObjects.push_back(toAdd[i]);
}
}