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Rune Engine
Version 0.2.7-alpha
Documentation for how to make games using the Rune Engine.
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11 #ifndef GAMESCENE_H_INCLUDED
12 #define GAMESCENE_H_INCLUDED
17 #include <Renderer\color.h>
18 #include <Physics\physicsEngine.h>
19 #include <Entities\gameObject.h>
20 #include <Events\clock.h>
21 #include <Renderer\camera.h>
22 #include <Renderer\frameBuffer.h>
23 #include <DataStructures\list.h>
32 bool isStateActive =
false;
54 virtual void doInit(
void);
56 virtual void reInit(
void);
57 virtual void deInit(
void);
58 virtual void pause(
void);
59 virtual void resume(
void);
60 virtual void updateFixed(
void);
61 virtual void updateVariable(
void);
63 void updatePhysics(
void);
64 virtual void handleCleanup(
void);
67 void startComponents(
void);
69 void updateComponents(
void);
std::vector< rune::Drawable * > drawableObjects
The drawable objects contained in the scene that should be rendered to the screen.
Definition: gameScene.h:38
List< rune::GameObject * > sceneObjects
Objects in the scene that need to have their components updated every frame.
Definition: gameScene.h:36
Game object component that allows a game object to have collisions with other objects.
Definition: rigidBody.h:95
This class is responsible for serving as a parent class for each instance of the game....
Definition: gameScene.h:29
double dT
Time between variable update calls.
Definition: gameScene.h:42
rune::Clock variableClock
A clock that records the amount of time between variable update calls.
Definition: gameScene.h:40
Interface class for creating something that can be drawn to the screen.
Definition: drawable.h:20
double frameStart
The time that the current frame started.
Definition: gameScene.h:46
std::vector< physics::RigidBody * > physicsBodies
The physics bodies in the scene to be simulated.
Definition: gameScene.h:34
double accumulator
Clamping value for physics simulator.
Definition: gameScene.h:44
rune::Color clearColor
The color that the screen will be when cleared.
Definition: gameScene.h:48
A window that the game can be drawn to.
Definition: renderWindow.h:26
A color object to be applied to drawable objects.
Definition: color.h:19
An object that can be used to write a GameScene to a YAML encoded file.
Definition: SceneSerializer.h:18
The main namespace to be used for interfacing with the engine.
Definition: animator.h:21
Entity control system main object used for all objects in the scene.
Definition: gameObject.h:23
A clock that can be used to tell how much time has passed.
Definition: clock.h:19