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module util.actor;
private import opengl;
public abstract class Actor{
private bool _exists;
public this(){
_exists = true;
}
public void move();
public void draw();
public bool exists(){
return _exists;
}
public void vanish(){
_exists = false;
}
}
public class ActorManager{
public:
Actor[] actor;
protected:
ptrdiff_t actorIdx = 0;
const int maxActor;
public this() {
maxActor = 16;
actor.length = maxActor;
actorIdx = 0;
}
public this(int n) {
maxActor = n;
actor.length = maxActor;
actorIdx = 0;
}
public bool add(Actor a){
for(int i = 0;i < actor.length;i ++){
if(actor[actorIdx] is null || !actor[actorIdx].exists()){
actor[actorIdx] = a;
return true;
}
actorIdx ++;
if(actor.length <= actorIdx)actorIdx = 0;
}
return false;
}
public void addForce(Actor a){
actor[actorIdx] = a;
actorIdx ++;
}
public void move() {
for (int i = 0;i < actor.length;i ++){
Actor a = actor[i];
if (a !is null && a.exists){
a.move();
if(a.exists == false)a = null;
}else{
}
}
}
public void draw() {
for (int i = 0;i < actor.length;i ++){
Actor a = actor[i];
if (a !is null && a.exists){
glPushMatrix();
a.draw();
glPopMatrix();
}
}
}
/*
public void allDestroy() {
foreach(ref Actor a;actor){
if(a !is null && a.exists){
a.destroy();
}
}
//parts.length = 0;
actorIdx = 0;
}
*/
public void clear(){
foreach(ref Actor a;actor){
if(a !is null && a.exists){
a.vanish();
}
}
//parts.length = 0;
actorIdx = 0;
}
}
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