This game state does all battling. When the battle is complete it will pop itself from the engine state stack, returning the game to its previous state.
More...
#include <BattleState.hpp>
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virtual | ~BattleState ()=default |
| Destroy the Battle State object. More...
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virtual const char * | name () const override |
| Returns "BattleState". More...
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virtual void | activate (bl::engine::Engine &) override |
| Does nothing. More...
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virtual void | deactivate (bl::engine::Engine &) override |
| Does nothing. More...
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virtual void | update (bl::engine::Engine &, float dt, float) override |
| Calls into the battle's update method. More...
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This game state does all battling. When the battle is complete it will pop itself from the engine state stack, returning the game to its previous state.
Definition at line 20 of file BattleState.hpp.
◆ ~BattleState()
virtual game::state::BattleState::~BattleState |
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virtualdefault |
Destroy the Battle State object.
◆ activate()
void game::state::BattleState::activate |
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bl::engine::Engine & |
engine | ) |
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overridevirtual |
◆ create()
Creates a new BattleState.
- Parameters
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systems | The main game systems |
battle | The battle to run. Must be fully initialized |
- Returns
- bl::engine::State::Ptr The new game state
Definition at line 34 of file BattleState.cpp.
◆ deactivate()
void game::state::BattleState::deactivate |
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bl::engine::Engine & |
engine | ) |
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overridevirtual |
◆ name()
const char * game::state::BattleState::name |
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const |
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overridevirtual |
◆ update()
void game::state::BattleState::update |
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bl::engine::Engine & |
engine, |
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float |
dt, |
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float |
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overridevirtual |
◆ systems
The documentation for this class was generated from the following files: