In this new tutorial, as I had promised before, we are going to take our hand at creating entities. Entities, for all gaming purposes, are anything that can be interacted with in any way, shape, or form. Some examples might be a monster or a treasure chest that you can open. In this sense, practically everything within the game that moves is an Entity. A rock that is part of a map, which never moves, is not an entity. But if you wanted that rock to move for whatever reason, then we’d make it an Entity. This tutorial will be split into 3 different tutorials. The first, this one you are reading, will deal with a basic Entity class structure. The next tutorial will veer off slightly to build a Map class via a tileset. Then, the last tutorial, which is what a lot of people have trouble with, will deal with Entity to Map collision, and Entity to Entity Collision.
Update:
- Fixed class below to have a virtual destructor. (Thanks Andras!)
Lets get started by creating two new files called CEntity.cpp and CEntity.h. Open up the header file and add the following:
#include "CAnimation.h"
#include "CSurface.h"
class CEntity {
public:
static std::vector<CEntity*> EntityList;
protected:
CAnimation Anim_Control;
SDL_Surface* Surf_Entity;
public:
float X;
float Y;
int Width;
int Height;
int AnimState;
public:
CEntity();
virtual ~CEntity();
public:
virtual bool OnLoad(char* File, int Width, int Height, int MaxFrames);
virtual void OnLoop();
virtual void OnRender(SDL_Surface* Surf_Display);
virtual void OnCleanup();
};
Now, open up the cpp file and add the following:
std::vector<CEntity*> CEntity::EntityList;
CEntity::CEntity() {
Surf_Entity = NULL;
X = Y = 0.0f;
Width = Height = 0;
AnimState = 0;
}
CEntity::~CEntity() {
}
bool CEntity::OnLoad(char* File, int Width, int Height, int MaxFrames) {
if((Surf_Entity = CSurface::OnLoad(File)) == NULL) {
return false;
}
CSurface::Transparent(Surf_Entity, 255, 0, 255);
this->Width = Width;
this->Height = Height;
Anim_Control.MaxFrames = MaxFrames;
return true;
}
void CEntity::OnLoop() {
Anim_Control.OnAnimate();
}
void CEntity::OnRender(SDL_Surface* Surf_Display) {
if(Surf_Entity == NULL || Surf_Display == NULL) return;
CSurface::OnDraw(Surf_Display, Surf_Entity, X, Y, AnimState * Width, Anim_Control.GetCurrentFrame() * Height, Width, Height);
}
void CEntity::OnCleanup() {
if(Surf_Entity) {
SDL_FreeSurface(Surf_Entity);
}
Surf_Entity = NULL;
}
Okay, now for some basic explanation. What we are doing here is encapsulating the basic 5 components I mentioned within the first lesson (excluding Events, which will be handled in a later lesson). This allows us to handle Entities within the game much more easily, rather than clumping them together with everything else in the game within the main CApp class. This will also be the way we handle other things as well. The first thing you may notice is a static vector called EntityList. This vector will hold all of our entities, easily accessible through CEntity::EntityList, because it’s declared as a static. I should make a special note here: we declare this EntityList within CEntity because it prevents from circular dependencies later on. An example of this is trying to get a Map to communicate with Entities, and Entities to get to communicate with the Map. Such as CMap declaring a CEntity member, and CEntity declaring a CMap member. It would cause problems on the compile level.
So this vector contains all of our Entities within the game. Notice that each member of the vector is a pointer. This is because later on we are going to inherit this CEntity class for Entity specific classes. So, for example, if we were going to make a Megaman game, we would have a CMegaMan class inheriting the CEntity class. And, via polymorphism, we can store that CMegaMan class within the EntityList. This is the very reason why we declared the functions above as virtuals, and certain members as protected.
Next, we have basic information about the Entity, common to all Entities, coordinates, dimensions, and a surface for its image. Next, we have a loading function that basically takes a filename, and loads the image. By default, we have it setting a transparent color. I’d like to step aside here for a moment to let you all know that certain things I do aren’t set in stone. You can, and are encourage, to take this code and modify to your liking. You may want more parameters on your OnLoad function, or you may want less. You may not want a default transparent color, who knows. I encourage you to test different things. Don’t worry, my code will still be here if you mess things up.
Next, we have a basic OnLoop function that handles basic calculations. Right now we are only calculating Animation. Also please note that we have only set the MaxFrames for the Animation, and left the defaults in place. Next, we have the OnRender function. Instead of making it render to the display only, I’ve allowed a parameter to specify where to render this entity. This could be any surface you want. So you could, if you wanted, render one entity onto another.
Lastly, we have an OnCleanup function that restores memory and all that stuff.
Like I mentioned in the beginning, this is a basic Entity class structure, it basically doesn’t do much yet, but don’t fret, it soon will in coming lessons. So lets get it working. Open up CApp.h and add the header file to the top, and declare two Entities:
//…
private:
CEntity Entity1;
CEntity Entity2;
Now, lets load these two Entities. Open up CApp_OnInit.cpp and add the following:
return false;
}
if(Entity2.OnLoad("./entity2.bmp", 64, 64, 8) == false) {
return false;
}
Entity2.X = 100;
CEntity::EntityList.push_back(&Entity1);
CEntity::EntityList.push_back(&Entity2);
Now, depending on the images you use, you need to set the values appropriately on the OnLoad function. I’ve reused the yoshi image from the previous lesson, and if you still need it:

Now, remember how I stated we are basically encapsulating the basic functions of a game within the Entity class? We have to call those functions now in the respective CApp functions. So, open up CApp_OnLoop.cpp and add the following:
if(!CEntity::EntityList[i]) continue;
CEntity::EntityList[i]->OnLoop();
}
We are basically running through each Entity in our vector, and calling the OnLoop function. Simple enough! (And we’re doing an error checking so we don’t call any NULL pointers). Now, lets do the same things in CApp_OnRender.cpp:
if(!CEntity::EntityList[i]) continue;
CEntity::EntityList[i]->OnRender(Surf_Display);
}
And the same thing in CApp_OnCleanup.cpp:
if(!CEntity::EntityList[i]) continue;
CEntity::EntityList[i]->OnCleanup();
}
CEntity::EntityList.clear();
Note that I added the clear function call, which clears out the vector to nothing. Basically a reset.
Great, now try getting this thing to compile. You should see two yoshis running together on the screen. In the next lesson we’re going to looking at making Maps, and creating a basic file format for our Maps.
SDL Entities – Tutorial Files:
Win32: Zip, Rar
Linux: Tar (Thanks Gaten)
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Hello, and thanks for the tutorials! They have helped me improve my code flow and organization 100 fold!
My problem is however, when I run this program, the Yoshi image only animates once, and then it stops. I assumed I needed to set Oscillate but that doesn’t work either.
Why doesn’t this animation loop?
My question is not related with entities. I am using andLinux(Ubuntu) on Windows. I would like to execute .exe files also on Windows. I tried mingw32 but still there existed errors like :
To compile:
>i586-mingw32msvc-g++ CApp.cpp -o CApp.exe -lGL -lSDL -lSDLmain -lSDL_ttf -lmingw32 -I/usr/i586-mingw32msvc/include/
error:
/usr/lib/gcc/i586-mingw32msvc/4.2.1-sjlj/../../../../i586-mingw32msvc/bin/ld: cannot find -lGL
collect2: ld returned 1 exit status
I am using this command to compile as usual:
> g++ CApp.cpp -o CApp.exe -lGL -lSDL -lSDLmain -lSDL_ttf
and resulting CApp.exe works well on Linux. What to add for Windows executable files?
So, do you have any idea for this?
Can you get to compile a simple console program like “Hello World”? I think you might try this at first, before running applications that depend on SDL or other specific libraries.
Also, instead of using “-lGL”, I’m using “-lOpenGL32″ and/or “-lglu32″ at my mingw environment to compile opengl applications.
Hi again!
I realized that my error must come from how the vector is passed when I call CEntity::GetEntityList(). Once I changed the definition to
static std::vector<CEntity*> & GetEntityList()
it worked!
James
Fixed comments for ya.
Hi Tim!
Thanks for the great tutorials! I’ve worked through all of them thus far and I have learned SO much! I just had a question about this tutorial. I wanted to keep the vector private so I moved the definition and then added an accessor function as follows:
In the header:
static std::vector<CEntity*> GetEntityList()
{
return EntityList;
}
Now, instead of directly using EntityList, I call the accessor. The problem that I am having is with the push_back calls. ie.
CEntity::GetEntityList().push_back(&Entity1);
CEntity::GetEntityList().push_back(&Entity2);
If I call the empty() function right after this, it returns true. Also, if I move the definition in the header back to public, it still has this problem. Only when I access the public vector directly can a push_back() call increase the size() of the vector.
Am I missing something? This seems odd to me that I am unable to use the accessor… Any advice would be greatly appreciated!
Thanks,
James
It works now, I have no Idea why, but it works the way I did it above…
Thanks, going for the other tutorials now!
CEntity Entity3 is just under the other two entities in CApp.h.
Like that:
Capp.h:
private:
CEntity Entity1;
CEntity Entity2;
CEntity Entity3;
OnInit:
if(Entity1.OnLoad(“entity1.bmp”, 64, 64,
== false) {
return false;
}
if(Entity2.OnLoad(“entity2.bmp”, 64, 64,
== false) {
return false;
}
if(Entity3.OnLoad(“entity2.bmp”, 64, 64,
== false) {
return false;
}
CEntity::EntityList.push_back(&Entity1);
CEntity::EntityList.push_back(&Entity2);
CEntity::EntityList.push_back(&Entity3);
When i compile the program it works well, but when I add a third etinity it crashesa and I have to use the Taskmanager to close it. What´s wrong?
I added it like this just under the under two etinitys in the several files:
CEntity Entity3;
————————————
if(Entity3.OnLoad(“entity2.bmp”, 64, 64,
== false) {
return false;
}
CEntity::EntityList.push_back(&Entity3);
Can I ask where CEntity Entity3 is in your code? It has to be somewhere where it won’t be destroyed (like as a part of CApp).
Once again for those who get errors try this:
I got two errors when compiling the code, because I didn´t change the code-generation type to “Multithreaded-Debug-DLL (/MDd)”. Once I did and debugged the programm, everything was well and I could change it back to “Multithreaded-DLL (/MD)” afterwards and it still compiles without any errors. (Press ALT + F7, go to c++, code-generation)
I noticed at the end of the CApp_OnInit function, you call the EntityList.push_back() function to add the entities to the vector. Wouldn’t it be better/cleaner to call this function from inside the CEntity constructor?