ParalaxSystem is a system that implements the ISystems interface, designed to handle parallax effects within the game.This system manages the parallax effect by manipulating background or foreground layers at different speeds to create a sense of depth. It applies this effect by interacting with the entities and components in the Registry and using time information from a Clock.
namespace systems {
class ParalaxSystem : public ISystems {
public:
void operator()(Registry &, std::shared_ptr<IContext> ctx) override;
private:
Clock _clock;
};
}; // namespace systems
operator()Purpose:
Executes the parallax logic, updating entities in the Registry based on the game context and time information.
Parameters:
Expected Behavior:
_clock member to measure time intervals and apply different movement speeds to various background layers._clock_clock is used to track time, allowing the ParalaxSystem to calculate the movement of background layers based on time elapsed. This ensures that the parallax effect is smooth and consistent with the game’s timing.