Nimbus
0.2
A game... with arrows... which should be clouds
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#include <Flocking.h>
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 Behaviour * | clone (Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem) |
virtual Behaviour * | clone (int id, EventSystem *eventSystem) |
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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::SoarListener * | mSoarListener |
Nimbus::Flocking::TickListener * | mTickListener |
Nimbus::Flocking::UpdateListener * | mUpdateListener |
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World * | mWorld |
BehaviourType | mBehaviourType |
GameEntityId | mParentId |
EventSystem * | mEntityEventSystem |
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
Flocking::Flocking | ( | BehaviourType | type, |
World * | world, | ||
EventSystem * | eventSystem | ||
) |
Default constructor, taking a world pointer.
type | The type of Behaviour being constructed. |
world | A pointer to the game world. |
eventSystem | The event system that localized events will be passed to. |
Nimbus::Flocking::Flocking | ( | BehaviourType | type, |
World * | world, | ||
Ogre::ConfigFile::SettingsMultiMap * | initializingSettings, | ||
EventSystem * | eventSystem | ||
) |
Constructor based of a set of initial settings.
type | The type of Behaviour being constructed. |
world | A pointer to the game world. |
intitializingSettings | A map of settings used to construct the intial entity. |
eventSystem | The 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.
other | The template Flocking behaviour. |
world | A pointer to the game world. |
id | The id for the parent entity. |
eventSystem | The event system that localized events will be passed to. |
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virtual |
Virtual destructor for destroying things.
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virtual |
Duplicates the entity using the settings given. Currently merely returns a pointer given by the constructor.
Implements Nimbus::Behaviour.
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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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virtual |
!! STUBBED !! Shuts down the behaviour, taking care of any major cleanup.
Implements Nimbus::Behaviour.
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virtual |
!! STUBBED !! Starts up the initial behaviour.
Implements Nimbus::Behaviour.
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virtual |
!! STUBBED !! Updates the behaviour, influencing the entity.
Implements Nimbus::Behaviour.