/****************************************************************************** * File - world.h * Author - Joey Pollack * Date - 2022/01/12 (y/m/d) * Mod Date - 2022/01/20 (y/m/d) * Description - Manages a game "world". A world is made up of regions which * are subdivisions of the world. Each region contains: a set * of images for the maps layers, a list of objects that spawn * in this region and static collision data. ******************************************************************************/ #ifndef WORLD_H_ #define WORLD_H_ #include #include #include #include #include #include namespace lunarium { class Graphics; class Image; class Script; //class Camera; //class GameObject; class Entity; } namespace lunarium { class World { public: struct Region { bool IsActive; lunarium::Script* RegionScript; Vec2i Coords; std::vector Entities; std::vector mLayers; }; public: // INTERFACE //World(Camera* pCam, Sizei region_size, Sizei world_size); World(); void OnLoad(); void OnUnload(); void Update(float dt); void Render(Graphics* pGraphics) const; void RenderToTexture(Graphics* pGraphics, Image* pTexture) const; OpRes SetRegion(Region* region, Vec2i at); Region* GetRegion(Vec2i at); bool RemoveRegion(Vec2i at); void SetWorldScript(Script* pScript); lunarium::Script* GetWorldScript(); entt::registry* GetEntityRegistry(); LUUID CreateEntity(); Entity* GetEntity(LUUID id); private: entt::registry mECSRegistry; //Camera* mpCamera; //std::vector mWorldObjects; lunarium::Script* mpWorldScript; Sizei mRegionSize; // in tiles Sizei mWorldSize; // num regions ex. 10x10 Vec2i mActiveRegion; // TEST STUFF std::map mEntities; }; } #endif // WORLD_H_