130 lines
4.0 KiB
C++
130 lines
4.0 KiB
C++
#include <iostream>
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#include "EntityBase.h"
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#include "coll2d.h"
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#include "EntityFactory.h"
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#include "ShipEntity.h"
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#include "RocketEntity.h"
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#include "AsteroidEntity.h"
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namespace asteroids {
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int EntityFactory::OnInit (int argc, char* argv[]) {
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Engine::LogMessage ("Initializing EntityFactory");
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return 0;
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}
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Engine::EntityPhysicState* EntityFactory::CreateEntityPhysicState (int type) {
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// In this simple factory the type is simply seen as the EntityBaseType.
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// However to prevent errors we do a simple check vor validity.
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if (type < 0 || type > GameEntityTypeLast ) {
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Engine::LogError ("Cannot create Entity with type %d: invalid type!", type);
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}
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// Create the Entity
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Engine::EntityPhysicState* entity_physics = NULL;
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// type specific initialization
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if (type == GameEntityTypeShip) {
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entity_physics = new ShipEntityPhysicState ();
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if (!entity_physics) {
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Engine::LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
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}
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entity_physics->mRadius = 0.5;
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entity_physics->mShape = new coll2d::Sphere (entity_physics->mRadius);
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assert (entity_physics->mShape);
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} else if (type == GameEntityTypeAsteroid) {
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entity_physics = new AsteroidEntityPhysicState ();
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if (!entity_physics) {
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Engine::LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
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}
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entity_physics->mRadius = 1.;
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entity_physics->mShape = new coll2d::Sphere (entity_physics->mRadius);
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assert (entity_physics->mShape);
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} else if (type == GameEntityTypeRocket) {
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entity_physics = new RocketEntityPhysicState();
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if (!entity_physics) {
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Engine::LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
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}
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entity_physics->mRadius = 0.1;
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entity_physics->mShape = new coll2d::Sphere (entity_physics->mRadius);
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} else if (type == GameEntityTypeShipPart) {
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entity_physics = new RocketEntityPhysicState();
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entity_physics->mBaseType = Engine::EntityBaseTypeBlock;
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if (!entity_physics) {
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Engine::LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
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}
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entity_physics->mRadius = 0.1;
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entity_physics->mShape = new coll2d::Sphere (entity_physics->mRadius);
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} else {
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Engine::LogError ("No EntityPhysicState defined for GameEntity type '%d'", type);
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}
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entity_physics->mType = type;
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return entity_physics;
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}
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Engine::EntityControllerState* EntityFactory::CreateEntityControllerState (int type) {
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// In this simple factory the type is simply seen as the EntityBaseType.
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// However to prevent errors we do a simple check vor validity.
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if (type < 0 || type >> Engine::EntityBaseTypeLast ) {
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Engine::LogError ("Cannot create Entity with type %d: invalid type!", type);
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}
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// Create the Entity
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Engine::EntityControllerState* entity_controller = NULL;
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// specific values for each type
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if (type == GameEntityTypeShip) {
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entity_controller = new Engine::EntityControllerState ();
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if (!entity_controller) {
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Engine::LogError ("Could not allocate enough memory for EntityControllerState of type '%d'", type);
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}
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}
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return entity_controller;
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}
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Engine::EntityBase* EntityFactory::CreateEntity (int type) {
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// In this simple factory the type is simply seen as the EntityBaseType.
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// However to prevent errors we do a simple check vor validity.
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if (type < 0 || type > GameEntityTypeLast ) {
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Engine::LogError ("Cannot create Entity with type %d: invalid type!", type);
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}
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// Create the Entity
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Engine::EntityBase *entity;
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if (type == GameEntityTypeShip) {
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entity = new ShipEntity;
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} else if (type == GameEntityTypeAsteroid) {
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entity = new AsteroidEntity;
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} else if (type == GameEntityTypeRocket) {
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entity = new RocketEntity;
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} else if (type == GameEntityTypeShipPart) {
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entity = new Engine::EntityBase;
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entity->mBaseType = Engine::EntityBaseTypeBlock;
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}
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entity->mType = type;
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if (!entity) {
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Engine::LogError ("Could not allocate enough memory for EntityVisualState of type '%d'", type);
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}
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entity->mPhysicState = CreateEntityPhysicState (type);
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entity->mControllerState = CreateEntityControllerState (type);
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return entity;
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}
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}
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