Nimbus  0.2
A game... with arrows... which should be clouds
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Nimbus::Flocking Class Reference

#include <Flocking.h>

Inheritance diagram for Nimbus::Flocking:
Collaboration diagram for Nimbus::Flocking:

Classes

class  SoarListener
 
class  TickListener
 
class  UpdateListener
 

Public Member Functions

 Flocking (BehaviourType type, World *world, EventSystem *eventSystem)
 
 Flocking (BehaviourType type, World *world, Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem)
 
 Flocking (Flocking *other, World *world, int id, EventSystem *eventSystem)
 
virtual ~Flocking (void)
 
virtual void startup (void)
 
virtual void update (void)
 
virtual void shutdown (void)
 
virtual Behaviourclone (Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem)
 
virtual Behaviourclone (int id, EventSystem *eventSystem)
 
- Public Member Functions inherited from Nimbus::Behaviour
 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)
 
BehaviourType getBehaviourType ()
 

Protected Attributes

Nimbus::Flocking::SoarListenermSoarListener
 
Nimbus::Flocking::TickListenermTickListener
 
Nimbus::Flocking::UpdateListenermUpdateListener
 
- Protected Attributes inherited from Nimbus::Behaviour
WorldmWorld
 
BehaviourType mBehaviourType
 
GameEntityId mParentId
 
EventSystemmEntityEventSystem
 

Detailed Description

Flocking is a behaviour that implements grouped Flocking behaviour. The Flocking behaviour gives the entity the ablity to congregate with other entities and float in groups before being tore apart. Q.Q

Constructor & Destructor Documentation

Flocking::Flocking ( BehaviourType  type,
World world,
EventSystem eventSystem 
)

Default constructor, taking a world pointer.

Parameters
typeThe type of Behaviour being constructed.
worldA pointer to the game world.
eventSystemThe event system that localized events will be passed to.

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Nimbus::Flocking::Flocking ( BehaviourType  type,
World world,
Ogre::ConfigFile::SettingsMultiMap *  initializingSettings,
EventSystem eventSystem 
)

Constructor based of a set of initial settings.

Parameters
typeThe type of Behaviour being constructed.
worldA pointer to the game world.
intitializingSettingsA map of settings used to construct the intial entity.
eventSystemThe event system that localized events will be passed to.
Flocking::Flocking ( Flocking other,
World world,
int  id,
EventSystem eventSystem 
)

Constructor taking a different behaviour and making a similar one.

Parameters
otherThe template Flocking behaviour.
worldA pointer to the game world.
idThe id for the parent entity.
eventSystemThe event system that localized events will be passed to.
Flocking::~Flocking ( void  )
virtual

Virtual destructor for destroying things.

Member Function Documentation

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

Duplicates the entity using the settings given. Currently merely returns a pointer given by the constructor.

Implements Nimbus::Behaviour.

Behaviour * Flocking::clone ( int  id,
EventSystem eventSystem 
)
virtual

Duplicates the entity based on the current copy. This is used to enable use of the prototype pattern.

Implements Nimbus::Behaviour.

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void Flocking::shutdown ( void  )
virtual

!! STUBBED !! Shuts down the behaviour, taking care of any major cleanup.

Implements Nimbus::Behaviour.

void Flocking::startup ( void  )
virtual

!! STUBBED !! Starts up the initial behaviour.

Implements Nimbus::Behaviour.

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void Flocking::update ( void  )
virtual

!! STUBBED !! Updates the behaviour, influencing the entity.

Implements Nimbus::Behaviour.


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