AEntity
Public member functions
// Construct a new AEntity
AEntity(Room &room, u_int id, short x, short y, short w, short h);
// Construct a new AEntity
AEntity(Room &room, u_int id, const std::pair<short, short> &pos, const std::pair<short, short> &size);
// Refresh the entity (move, shoot, etc.)
virtual void refresh() = 0;
// Get the position of the entity
virtual std::pair<short, short> position() const;
// Get the id of the entity
virtual u_int id() const;
// Check if the entity is out of the screen
virtual bool isOutOfScreen() const;
// Check if the entity collide with another entity
virtual bool collide(const IEntity &other);
// Get the bounding box of the entity (used to check collision)
virtual const BoundingBox<short> &box() const;
// Kill the entity
// Check if the entity exist (alive)
virtual bool getExist() const;
// Check if the entity is deletable (dead)
virtual bool getDeletable() const;