Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/systems.hpp

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1.3 KiB

#pragma once
#include "components.hpp"
#include "levelmanager.hpp"
namespace System {
using namespace components;
using namespace DinkyECS;
using std::string;
void lighting(GameLevel &level);
void motion(GameLevel &level);
void collision(GameLevel &level);
void death(GameLevel &level);
void generate_paths(GameLevel &level);
void enemy_pathing(GameLevel &level);
void enemy_ai_initialize(GameLevel &level);
void init_positions(World &world, SpatialMap &collider);
void device(World &world, Entity actor, Entity item);
void plan_motion(World& world, Point move_to);
std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir);
Entity spawn_item(World& world, const string& name);
bool drop_item(GameLevel& level, Entity item);
void enemy_ai(GameLevel &level);
void combat(GameLevel &level, int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity);
void player_status(GameLevel &level);
void distribute_loot(GameLevel &level, Entity& ent);
void pickup(GameLevel &level, Entity entity);
bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
void remove_from_container(World& world, Entity cont_id, const string& name);
void remove_from_world(GameLevel &level, Entity entity);
}