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GAME_Factory.cpp
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GAME_Factory.cpp
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#include "pch.h"
#include "GAME_Factory.h"
#include "Level.h"
#include "Place.h"
GAME_Factory::GAME_Factory(GAME& game, std::vector <sf::Sprite>* texturesPointer) :
g(game)
{
texturesPtr = texturesPointer;
LOG("GAME Factory.......................initialized");
}
GAME_Factory::~GAME_Factory()
{
}
Entity GAME_Factory::make_rat(SharedPtr<Place> place)
{
Entity rat = g.ecs->create_entity();
Position pos = Position{ place->get_x(), place->get_y(), place->get_levelID() };
g.ecs->add_component(rat, Actor{});
g.ecs->add_component(rat, pos);
g.ecs->add_component(rat, Vision{ 10 });
g.ecs->add_component(rat, AI{});
g.ecs->add_component(rat, Name{ strCol{"rat", sf::Color::White} });
g.ecs->add_component(rat, Render{ std::make_shared<sf::Sprite>(texturesPtr->at(static_cast<int>(TextureType::rat))) });
Signature newSignature = g.ecs->get_signature(rat);
g.ecs->signature_changed(rat, newSignature);
place->go_here(rat);
return rat;
}
Entity GAME_Factory::make_junkScarab(SharedPtr<Place> place)
{
Entity junkScarab = g.ecs->create_entity();
Position pos = Position{ place->get_x(), place->get_y(), place->get_levelID() };
g.ecs->add_component(junkScarab, Actor{});
g.ecs->add_component(junkScarab, pos);
g.ecs->add_component(junkScarab, Vision{ 5 });
g.ecs->add_component(junkScarab, AI{});
g.ecs->add_component(junkScarab, Name{ strCol{"junk scarab", sf::Color::Red} });
g.ecs->add_component(junkScarab, Render{ std::make_shared<sf::Sprite>(texturesPtr->at(static_cast<int>(TextureType::junkScarab))) });
Signature newSignature = g.ecs->get_signature(junkScarab);
g.ecs->signature_changed(junkScarab, newSignature);
place->go_here(junkScarab);
return junkScarab;
}