Here's an example implementation of an entity class in C++ that stores RPG d6 stats, position, state, speed, and direction:
class Entity {
public:
struct Stats {
int strength;
int dexterity;
int constitution;
int intelligence;
int wisdom;
int charisma;
};
enum class State {
IDLE,
MOVING,
ATTACKING,
DEFENDING
};
Entity(int x, int y, float speed, float direction) :
m_positionX(x), m_positionY(y), m_speed(speed), m_direction(direction)
{
// Initialize the d6 stats to default values
m_stats.strength = 3;
m_stats.dexterity = 3;
m_stats.constitution = 3;
m_stats.intelligence = 3;
m_stats.wisdom = 3;
m_stats.charisma = 3;
// Set the initial state to idle
m_state = State::IDLE;
}
// Getter functions for retrieving entity stats, position, and state
Stats getStats() const { return m_stats; }
int getPositionX() const { return m_positionX; }
int getPositionY() const { return m_positionY; }
State getState() const { return m_state; }
// Setter functions for changing the entity position, state, speed, and direction
void setPosition(int x, int y) { m_positionX = x; m_positionY = y; }
void setState(State state) { m_state = state; }
void setSpeed(float speed) { m_speed = speed; }
void setDirection(float direction) { m_direction = direction; }
private:
Stats m_stats;
int m_positionX;
int m_positionY;
State m_state;
float m_speed;
float m_direction;
};
int main() {
// Create a new entity at position (0, 0) with speed 2.0 and direction 0.5
Entity entity(0, 0, 2.0f, 0.5f);
// Get and print the entity's initial stats and state
Entity::Stats stats = entity.getStats();
std::cout << "Entity stats: "
<< stats.strength << " "
<< stats.dexterity << " "
<< stats.constitution << " "
<< stats.intelligence << " "
<< stats.wisdom << " "
<< stats.charisma << std::endl;
std::cout << "Entity state: " << static_cast<int>(entity.getState()) << std::endl;
// Update the entity's position and state
entity.setPosition(10, 10);
entity.setState(Entity::State::MOVING);
// Get and print the entity's updated position and state
std::cout << "Entity position: (" << entity.getPositionX() << ", " << entity.getPositionY() << ")" << std::endl;
std::cout << "Entity state: " << static_cast<int>(entity.getState()) << std::endl;
return 0;
}
In this example, we define a C++ class called Entity
that has private member variables to store the entity's d6 stats, position, state, speed, and direction. The Stats
struct is nested inside the Entity
class to make it more organized. The State
enum class defines the possible states that an entity can be in (idle, moving, attacking, defending).
In the constructor, we initialize the position, speed, and direction of the entity. We also initialize the d6 stats to default values