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quantum-engine's Issues

Correct Header files definitions

Proper naming for guard tokens in Header files must be done. A prefix should be added to avoid conflicts with other libraries definitions.

For example:

#ifdef COMPONENT_H
#define COMPONENT_H

Will cause a conflit with Artemis's Component class. To avoid this the definition have been changed to #ifndef QUANTUM_COMPONENT_H. This should be done in the whole project to avoid further conflicts.

Collision system

Create a collision system for 2D collisions with box and circle components.

Collision
    |---- Box
    |---- Circle

To implement the Collision System we will search for Transform and Collision component, not Box and Circle individual components. This way we won't need different systems for each component.

Each Collision component will have the following:

class Collision {
    protected:
        float xOffset:
        float yOffset;
};

The Box will have width and height and Circle will have radius.

Sublime Text 2 Project

Add the following to add the right include path to Sublime Clang.

"settings":
    {
        "sublimeclang_options":
        [
            "-I<path_to_project>/include"
        ]
    }

Abstract Collision Box into Collision Shape

Collision Shape
    |---- Box
    |---- Circle

An object with a Collision component can have a Box or Circle as a Collision Shape. Both shapes must know how to collide with each other.

Sprite animation wrong design

Right now, the information about the animated sprite is stored in the AnimatedSprite class, not in the added component. Theese means that two different objects using the same AnimatedSprite will have the same animation.

We have two options:

  1. Create a new component for the animation that will hold the animation information.
  2. Change the current creation of the animated sprite, passing the image we want to use to create the animated sprite, and a name for the created animated sprite.

The first option would be the more reasonable, but we should think about it very carefully.

Get rid of JsonCpp

We are using lua, which happens to be able to store data in a very similar fashion than JSON, so we should use only one library. Since lua can make the scripting side and the data storage too, we should change the way we store data in the engine to use lua files instead of JSON and get rid of JsonCpp which have some problems compiling in Mac OS X.

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