Nimbus  0.2
A game... with arrows... which should be clouds
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Nimbus::Behaviour Class Referenceabstract

#include <Behaviour.h>

Inheritance diagram for Nimbus::Behaviour:
Collaboration diagram for Nimbus::Behaviour:

Public Member Functions

 Behaviour (BehaviourType type, World *world, EventSystem *eventSystem)
 
 Behaviour (BehaviourType type, World *world, Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem)
 
 Behaviour (Behaviour *other, World *world, int id, EventSystem *eventSystem)
 
virtual void startup (void)=0
 
virtual void update (void)=0
 
virtual void shutdown (void)=0
 
virtual Behaviourclone (Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem)=0
 
virtual Behaviourclone (int id, EventSystem *eventSystem)=0
 
BehaviourType getBehaviourType ()
 

Protected Attributes

WorldmWorld
 
BehaviourType mBehaviourType
 
GameEntityId mParentId
 
EventSystemmEntityEventSystem
 

Detailed Description

THE ULTIMATE STUBBINESS

Member Function Documentation

virtual Behaviour* Nimbus::Behaviour::clone ( Ogre::ConfigFile::SettingsMultiMap *  initializingSettings,
EventSystem eventSystem 
)
pure virtual

In form with the prototype pattern, this method creates a new instance of the behaviour. (Deep copy) Note: You are responsible for garbage collecting this behavior.

Implemented in Nimbus::Transformational, Nimbus::Flocking, Nimbus::Rainy, Nimbus::Soaring, and Nimbus::Renderable.

Member Data Documentation

BehaviourType Nimbus::Behaviour::mBehaviourType
protected

The type of Behaviour

EventSystem* Nimbus::Behaviour::mEntityEventSystem
protected

The event system for the entity.

GameEntityId Nimbus::Behaviour::mParentId
protected

The entity Id that holds this behaviour.

World* Nimbus::Behaviour::mWorld
protected

Handle to the world for Behavioural use.


The documentation for this class was generated from the following file: