Guide to Game Development/Theory/Game logic/Creating an entity class
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Note: the following code uses Vector3 and Particle
This is an outline for what an entity class could look like written in C++:
Entity.h:
#include "Vector3.h"
#include "Particle.h"
using namespace std;
class Entity: public Particle {
public:
//These functions are going to be overloaded, they are there as a template for the for loops above to call them.
void Tick();
void Render();
Entity();
~Entity();
Vector3 Scale;
};
Entity.cpp:
#include "Entity.h"
void Entity::Tick(){
Particle::Tick();
}
Entity::Entity(){}
Entity::~Entity(){}
Example child class
[edit | edit source]car.cpp:
#include "Entity.h"
class Car: public Entity { //I've used a car as an example, but you'll need one for every type of distinct object.
public:
//Polymorphism used
void Car::Tick(){
Entity::Tick(); //Call parent function
//Handle other things if necessary like AI
}
void Car::Render(){
//Draw the geometry
}
};