Class Entity

java.lang.Object
com.csse3200.game.entities.Entity
Direct Known Subclasses:
FishEgg, MazeEntity, MazePlayer

public class Entity extends Object
Core entity class. Entities exist in the game and are updated each frame. All entities have a position and scale, but have no default behaviour. Components should be added to an entity to give it specific behaviour. This class should not be inherited or modified directly.

Example use:

 Entity player = new Entity()
   .addComponent(new RenderComponent())
   .addComponent(new PlayerControllerComponent());
 ServiceLocator.getEntityService().register(player);
 
  • Constructor Details

    • Entity

      public Entity()
  • Method Details

    • setIsPlayer

      public void setIsPlayer(boolean status)
    • isPlayer

      public boolean isPlayer()
    • getEnemyType

      public Entity.EnemyType getEnemyType()
    • setEnemyType

      public void setEnemyType(Entity.EnemyType enemyType)
    • setEnabled

      public void setEnabled(boolean enabled)
      Enable or disable an entity. Disabled entities do not run update() or earlyUpdate() on their components, but can still be disposed.
      Parameters:
      enabled - true for enable, false for disable.
    • getEnabled

      public boolean getEnabled()
    • getPosition

      public com.badlogic.gdx.math.Vector2 getPosition()
      Get the entity's game position.
      Returns:
      position
    • setPosition

      public void setPosition(com.badlogic.gdx.math.Vector2 position)
      Set the entity's game position.
      Parameters:
      position - new position.
    • setPosition

      public void setPosition(float x, float y)
      Set the entity's game position.
      Parameters:
      x - new x position
      y - new y position
    • setPosition

      public void setPosition(com.badlogic.gdx.math.Vector2 position, boolean notify)
      Set the entity's game position and optionally notifies listeners.
      Parameters:
      position - new position.
      notify - true to notify (default), false otherwise
    • getScale

      public com.badlogic.gdx.math.Vector2 getScale()
      Get the entity's scale. Used for rendering and physics bounding box calculations.
      Returns:
      Scale in x and y directions. 1 = 1 metre.
    • setScale

      public void setScale(com.badlogic.gdx.math.Vector2 scale)
      Set the entity's scale.
      Parameters:
      scale - new scale in metres
    • setScale

      public void setScale(float x, float y)
      Set the entity's scale.
      Parameters:
      x - width in metres
      y - height in metres
    • scaleWidth

      public void scaleWidth(float x)
      Set the entity's width and scale the height to maintain aspect ratio.
      Parameters:
      x - width in metres
    • scaleHeight

      public void scaleHeight(float y)
      Set the entity's height and scale the width to maintain aspect ratio.
      Parameters:
      y - height in metres
    • getCenterPosition

      public com.badlogic.gdx.math.Vector2 getCenterPosition()
      Get the entity's center position
      Returns:
      center position
    • getComponent

      public <T extends Component> T getComponent(Class<T> type)
      Get a component of type T on the entity.
      Type Parameters:
      T - The component type, e.g. RenderComponent
      Parameters:
      type - The component class, e.g. RenderComponent.class
      Returns:
      The entity component, or null if nonexistent.
    • addComponent

      public Entity addComponent(Component component)
      Add a component to the entity. Can only be called before the entity is registered in the world.
      Parameters:
      component - The component to add. Only one component of a type can be added to an entity.
      Returns:
      Itself
    • dispose

      public void dispose()
      Dispose of the entity. This will dispose of all components on this entity.
    • specialDispose

      public void specialDispose()
      Dispose of the entity. This will dispose of all components on this entity EXCEPT FOR THE ANIMATION RENDER COMPONENT, this is needed when multiple entities share an animation, disposing of the animation component unloads the associated assets, causing black boxes to appear on entities that share the asset.
    • create

      public void create()
      Create the entity and start running. This is called when the entity is registered in the world, and should not be called manually.
    • earlyUpdate

      public void earlyUpdate()
      Perform an early update on all components. This is called by the entity service and should not be called manually.
    • update

      public void update()
      Perform an update on all components. This is called by the entity service and should not be called manually.
    • getId

      public int getId()
      This entity's unique ID. Used for equality checks
      Returns:
      unique ID
    • getEvents

      public EventHandler getEvents()
      Get the event handler attached to this entity. Can be used to trigger events from an attached component, or listen to events from a component.
      Returns:
      entity's event handler
    • equals

      public boolean equals(Object obj)
      Overrides:
      equals in class Object
    • hashCode

      public int hashCode()
      Overrides:
      hashCode in class Object
    • toString

      public String toString()
      Overrides:
      toString in class Object
    • isEnabled

      public Boolean isEnabled()
      Returns the enabled status of the Entity
      Returns:
      the status of the entity
    • isNormalEnemy

      public boolean isNormalEnemy()
      Returns:
      if this entity is a normal entity
    • setIsNormalEnemy

      public void setIsNormalEnemy(boolean isNormalEnemy)
    • getEnemies

      public List<Entity> getEnemies()
    • setEnemies

      public void setEnemies(List<Entity> enemies)