R-Type
Distributed multiplayer game engine in C++
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MovementSystem.hpp
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1/*
2** EPITECH PROJECT, 2025
3** RTYPE
4** File description:
5** MovementSystem
6*/
7
8#pragma once
9
10#include "../../Components/IComponent.hpp"
11#include "../../Components/Transform.hpp"
12#include "../../Components/Velocity.hpp"
13#include "../ISystem.hpp"
14
15namespace ecs {
23 class MovementSystem : public ISystem {
24 public:
28 MovementSystem() = default;
29
33 ~MovementSystem() override = default;
34
44 void update(Registry &registry, float deltaTime) override;
45
51 ComponentMask getComponentMask() const override;
52 };
53} // namespace ecs
Base interface for all ECS systems.
Definition ISystem.hpp:37
System handling entity movement based on velocity.
~MovementSystem() override=default
Default destructor.
MovementSystem()=default
Default constructor.
ComponentMask getComponentMask() const override
Gets the component mask for this system.
void update(Registry &registry, float deltaTime) override
Updates entity positions based on their velocities.
Manages entities, their signatures and component type registrations.
Definition Registry.hpp:68
Maximum number of distinct component types supported by the Registry.
Definition GameLogic.hpp:26
std::uint64_t ComponentMask
Type alias for component bitmask.
Definition ISystem.hpp:24