December 2015
Beginner to intermediate
522 pages
11h 21m
English
Without proper management, these entities are just random classes scattered about in your memory with no rhyme or reason. In order to produce a robust way to create interactions between entities, they need to be babysat by a manager class. Before we begin designing it, let's define some data types to contain the information we're going to be working with:
using EntityContainer = std::unordered_map<unsigned int,EntityBase*>; using EntityFactory = std::unordered_map<EntityType, std::function<EntityBase*(void)>>; using EnemyTypes = std::unordered_map<std::string,std::string>;
The EntityContainer type is, as the name suggests, a container of entities. It is once again powered by an unordered_map, which ties instances of ...
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