#include "BasicEntity.h" // static ID counter set to 0 int BasicEntity::nextID{0}; BasicEntity::BasicEntity(int type, glm::vec2 position, glm::vec2 scale, float boundRadius) { nextValidID(); setType(type); setPosition(position); setScale(scale); setBoundingRadius(boundRadius); m_Flag = false; EntityMgr->registerEntity(this); } void BasicEntity::nextValidID() { m_ID = nextID++; } int BasicEntity::getID() const { return m_ID; } int BasicEntity::getType() const { return m_Type; } void BasicEntity::setType(int type) { m_Type = type; } glm::vec2 BasicEntity::getPosition() const { return m_Position; } void BasicEntity::setPosition(glm::vec2 position) { m_Position = position; } glm::vec2 BasicEntity::getScale() const { return m_Scale; } void BasicEntity::setScale(glm::vec2 scale) { m_Scale = scale; } float BasicEntity::getBoundingRadius() const { return m_BoundingRadius; } void BasicEntity::setBoundingRadius(float radius) { m_BoundingRadius = radius; } bool BasicEntity::getFlag() const { return m_Flag; } void BasicEntity::setFlag() { m_Flag = true; } void BasicEntity::unsetFlag() { m_Flag = false; }