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xyginext
0.2.0
Second generation of xygine game creation framework
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Abstract Base Class for Directors. A director is an 'observer' of the scene to which it belongs, and has the ability to command, or direct entities within it. While Directors do not exist within the world, they can receive both external events, such as player input, and system messages emitted from the scene. Based on this input the Director can then use a CommandSystem (one of which is automatically added to the scene when a Director is first added, if it does not exist) to send commands to entities within the scene. For example a Director may take player input, process it then send movement commands to a player entity. It may also be used to implement gameplay rules by using the events it has observed to decide when new enemies should be spawned, where a player should restart and so on. More...
#include <Director.hpp>
Protected Member Functions | |
virtual void | handleMessage (const Message &)=0 |
Implement to handle system messages. | |
virtual void | handleEvent (const sf::Event &) |
Implement to handle Events. | |
virtual void | process (float) |
Implement to process time based data. | |
template<typename T > | |
T * | postMessage (Message::ID id) |
void | sendCommand (const Command &) |
Sends a Command to the Scene. More... | |
Scene & | getScene () |
Returns a reference to this Director's parent Scene. | |
Friends | |
class | Scene |
Abstract Base Class for Directors. A director is an 'observer' of the scene to which it belongs, and has the ability to command, or direct entities within it. While Directors do not exist within the world, they can receive both external events, such as player input, and system messages emitted from the scene. Based on this input the Director can then use a CommandSystem (one of which is automatically added to the scene when a Director is first added, if it does not exist) to send commands to entities within the scene. For example a Director may take player input, process it then send movement commands to a player entity. It may also be used to implement gameplay rules by using the events it has observed to decide when new enemies should be spawned, where a player should restart and so on.
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protected |