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Voxellancer
0.3
A game about voxels in space
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#include <gameplay.h>
Public Member Functions | |
| GamePlay (Game *game) | |
| Game * | game () |
| GamePlayScene & | scene () |
| GamePlayRunning & | running () |
| GamePlayPaused & | paused () |
| virtual const Scene & | scene () const override |
| virtual const CameraHead & | cameraHead () const override |
| SoundManager & | soundManager () |
| void | loadScenario (int i) |
| virtual void | update (float deltaSec) override |
| virtual void | onEntered () override |
| virtual void | onLeft () override |
Public Member Functions inherited from GameState | |
| GameState (const std::string &name, GameState *parent) | |
| GameState * | parentGameState () |
Public Member Functions inherited from State | |
| State (State *parent=nullptr) | |
| State (const std::string &name, State *parent=nullptr) | |
| const std::string & | name () const |
| void | setName (const std::string &name) |
| State * | parentState () |
| const State * | parentState () const |
| State * | initialSubState () |
| const State * | initialSubState () const |
| void | setInitialSubState (State *initialSubState) |
| State * | finalSubState () |
| const State * | finalSubState () const |
| void | setFinalSubState (State *finalSubState) |
| State * | currentSubState () |
| const State * | currentSubState () const |
| void | setCurrentSubState (State *substate) |
| bool | finished () const |
| std::list< State * > & | substates () |
| const std::list< State * > & | substates () const |
| void | addSubState (State *state) |
| void | removeSubState (State *state) |
| std::list< Transition * > & | transitions () |
| const std::list< Transition * > & | transitions () const |
| void | addTransition (Transition *transition) |
| void | removeTransition (Transition *transition) |
Protected Attributes | |
| Game * | m_game |
| std::unique_ptr< GamePlayScene > | m_scene |
| std::unique_ptr< BaseScenario > | m_scenario |
| std::shared_ptr< SoundManager > | m_soundManager |
| GamePlayRunning * | m_runningState |
| GamePlayPaused * | m_pausedState |
Protected Attributes inherited from GameState | |
| GameState * | m_parentGameState |
Protected Attributes inherited from State | |
| std::string | m_name |
| State * | m_parentState |
| std::list< State * > | m_subStates |
| std::list< Transition * > | m_transitions |
| State * | m_initialSubState |
| State * | m_finalSubState |
| State * | m_currentSubState |
Additional Inherited Members | |
Protected Member Functions inherited from State | |
| State * | pathToDescendant (State *descendant) |
| void | transit (State *target) |
| void | leave () |
State that is active whenever the the game is actually played and not in some menustate etc.
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overridevirtual |
Overrideable method that is called whenever a state or any of its substates come to be currentSubState This happens recursively up to the root-state
Reimplemented from GameState.
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overridevirtual |
Overrideable method that is called whenever a state ceases to be currentSubState This happens recursively up to the root-state
Reimplemented from GameState.
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overridevirtual |
Performs a Transition from the currentSubState, if such isPossible()
Reimplemented from GameState.