Nimbus
0.2
A game... with arrows... which should be clouds
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#include <Transformational.h>
Classes | |
class | TranslationListener |
class | TranslationQueryListener |
Public Member Functions | |
Transformational (BehaviourType type, World *world, EventSystem *eventSystem) | |
Transformational (BehaviourType type, World *world, Ogre::ConfigFile::SettingsMultiMap *initializingSettings, EventSystem *eventSystem) | |
Transformational (Transformational *other, World *world, int id, EventSystem *eventSystem) | |
virtual | ~Transformational (void) |
virtual void | startup (void) |
virtual void | update (void) |
virtual void | shutdown (void) |
virtual void | forceUpdate (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::Transformational::TranslationListener * | mTranslationListener |
Nimbus::Transformational::TranslationQueryListener * | mTranslationQueryListener |
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World * | mWorld |
BehaviourType | mBehaviourType |
GameEntityId | mParentId |
EventSystem * | mEntityEventSystem |
Transformational is a class giving the entity the ability to have a position, rotation, scale, and velocity. While we're not so sure about that last one, that seems to make up a transformation... so that's why this is called Transformational.
(More than meets the eye!!!)
This tranformation is merely for virtual movement's sake, and does not directly effect the position that the entity is rendered at. This will be sent to the Renderable behaviour using an event-based messaging system.
Transformational::Transformational | ( | 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 | A pointer to the parent entity's event system. |
Transformational::Transformational | ( | 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 | A pointer to the parent entity's event system. |
Transformational::Transformational | ( | Transformational * | other, |
World * | world, | ||
int | id, | ||
EventSystem * | eventSystem | ||
) |
Constructor taking a different behaviour and making a similar one.
other | The template Transformational behaviour. |
world | A pointer to the game world. |
id | The id for the parent entity. |
eventSystem | A pointer to the parent entity's event system. |
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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 |
Forces a position update.
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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.