text: #ifndef ENTITY_H
  #define ENTITY_H
  
  #include <SFML/Graphics.hpp>
  
  #include "ResourceManagers/texture_m.h"
  #include "spritedancer.h"
  
  class Entity
  {
      public:
                  explicit        Entity          (const sf::Texture& t);
                                  Entity          (const sf::Texture& t, const std::string& text, const int textSize, const sf::Font& font);
                                  Entity          (const sf::Texture& t, const std::string& text, const sf::Vector2f& pos, const int textSize, const sf::Font& font);
                                  Entity          ();
          virtual void            draw            (sf::RenderWindow& window);
  
                  void            setPos          (  const sf::Vector2f& pos  );
                  void            setRot          (  const int rot            );
                  void            setColour       (  const sf::Color& c       );
                  void            setOrigin       (  const sf::Vector2f& org  );
                  void            setToRandColour ();
  
          const   sf::Vector2f    getPos          () const;
          const   sf::Sprite      getSprite       () const;
  
                  void            centerOrigin    (const sf::Vector2f& newPos);
  
                  void            setUpText       (const std::string& text, const int textSize, const sf::Font& font);
                  void            setText         (const std::string& text);
                  void            setTextSize     (const int characterSize);
                  void            moveTextDown    (const int amount);
  
  
                  void            centerOrigin    ();
  
                  void            dance          (const float dt);
  
      protected:
                  sf::Sprite&     _mSprite        ();
                  void            setTextureRect  (const sf::IntRect& rect);
                  void            centerText      ();
  
      private:
          sf::Sprite              mSprite;
          sf::Text                mText;
  
          SpriteDancer            dancer;
  };
  
  #endif // ENTITY_H
  