遊戲開發指南/理論/遊戲邏輯/建立實體類
外觀
這是一個用 C++ 編寫的實體類可能看起來像的概要
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(){}
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
}
};