Building Game Engines
|
#include <AIControllerComponent.hpp>
Public Member Functions | |
AIControllerComponent (TransformComponent *transform) | |
AIControllerComponent (TransformComponent *transform, int radius, int type) | |
~AIControllerComponent () | |
virtual void | Update () |
virtual void | Render (SDL_Renderer *renderer) |
int | GetType () |
std::pair< double, double > | GetStartPosition () |
int | GetRadius () |
![]() | |
Component () | |
virtual | ~Component ()=0 |
A component to give a game object artificial intelligence
AIControllerComponent::AIControllerComponent | ( | TransformComponent * | transform | ) |
Default construcor. Transform is to keep track of position.
AIControllerComponent::AIControllerComponent | ( | TransformComponent * | transform, |
int | radius, | ||
int | type | ||
) |
Constructor that takes in a transform and a radius. Radius is the distance enemies will walk from their current position. Type is what kind of enemy this component represents.
AIControllerComponent::~AIControllerComponent | ( | ) |
Destructor.
int AIControllerComponent::GetRadius | ( | ) |
std::pair< double, double > AIControllerComponent::GetStartPosition | ( | ) |
int AIControllerComponent::GetType | ( | ) |
|
virtual |
Empty method. This component does not need to be rendered.
Implements Component.
|
virtual |
Performs AI operations, like determining the direction the enemy should move,
Implements Component.