}
-Entity *Universe::AddEntity(const Entity &e) {
- entities.emplace_back(e);
- return &entities.back();
+Ship *Universe::AddShip(const Ship &s) {
+ ships.emplace_back(s);
+ return &ships.back();
}
void Universe::Update(float delta) {
- for (Entity &e : entities) {
- e.Update(delta);
- while (e.pos.x > areaSize.x) {
- e.pos.x -= areaSize.x;
- ++e.area.x;
+ for (Ship &s : ships) {
+ s.Update(delta);
+ while (s.pos.x > areaSize.x) {
+ s.pos.x -= areaSize.x;
+ ++s.area.x;
}
- while (e.pos.x < 0) {
- e.pos.x += areaSize.x;
- --e.area.x;
+ while (s.pos.x < 0) {
+ s.pos.x += areaSize.x;
+ --s.area.x;
}
- while (e.pos.y > areaSize.y) {
- e.pos.y -= areaSize.y;
- ++e.area.y;
+ while (s.pos.y > areaSize.y) {
+ s.pos.y -= areaSize.y;
+ ++s.area.y;
}
- while (e.pos.y < 0) {
- e.pos.y += areaSize.y;
- --e.area.y;
+ while (s.pos.y < 0) {
+ s.pos.y += areaSize.y;
+ --s.area.y;
}
}
}